Authored

4 records found

Towards constructive design feedback dialogues

Guiding peer and client feedback to stimulate children’s creative thinking

Design feedback is an essential pedagogical tool that can help young novice designers navigate divergent and convergent paths while designing. However, design feedback is often met with resistance, which counteracts its potential to help novice designers evaluate their design and ...

A self-portrait

Design opportunities for a tool that supports children's involvement in brain-related health care

Introduction: Paediatric patients with disorders that involve brain functioning are particularly vulnerable with respect to including them in shared decision-making. Current tools are mostly paper or digital patient information. We lay the groundwork for improving engagement with ...

Design Space Cards

Using a Card Deck to Navigate the Design Space of Interactive Play

The potential space of game designs is astronomically large. This paper shows how game design theories can be translated into a simple, tangible card deck that can assist in the exploration of new game designs within a broader "design space."By translating elements of game design ...

Creativity in co-Design for Physical Education

Comparing Contributions of Children and Professionals

This study is carried out within the context of a research and innovation project Co-design with Kids that aims to support teaching of broad so-called ‘21st century’ skills. In this project, design toolboxes for use within primary education are developed and studied, with real li ...

Contributed

16 records found

The Great Kenya Eco Challenge

A play-based exhibit on sustainable awareness for the Green Kids' Museum

The aim of this graduation project was to design a play-based exhibit piece for the Green Kids' Museum in Kenya with the objective to raise awareness of biodiversity and ecosystems in a playful manner. Global climate is changing at rapid speed, resulting in a loss of biodiversi ...

The brain self portrait

A project on involving child patients in their clinical tests and their test results

This master thesis tackles the questions: How to involve child patients in their clinical tests and their test results in a child-centred way? How to enable and encourage them to participate in the discussions around their care? It focuses on the not yet existing (July 2020) cont ...

PREQUEL

A tangible storytelling tool for building a family culture

This report describes the development of the tool PREQUEL, a tangible storytelling tool to build a family culture. The tool is intended to support meaningful conversations between two parents. Through conversation and storytelling, the tool encourages them to explore the world of ...

Design of a cyborg NERF blaster for children with physical disabilities

Using the abilities of children with physical disabilities, as inspiration, to create a toy that introduces new, desirable play features onto the regular toy market and thus supports inclusion

This graduation report aimed towards the vision „ Transform the needs of the minority into the wishes of the majority“. Children with physical disabilities face the issue to be excluded from the toy world of the able-bodied children. Toys with small buttons, heavyweight or the ne ...

The Mystery Game

Engaging families with children in the mysteries of the Mauritshuis

This projectThe aim of this graduation project was to find out how to make the Mauritshuis, an art gallery museum in the city centre of The Hague, relevant to visiting families with children. Thereby the focus was on how to engage the families as soon as they enter the permanent ...

Stimulating adolescents' physical well-being by gamification

The design of a product-service combination called: Move on

This thesis describes the design of the product-service combination called Move on. Move on is designed to stimulate adolescents to be more physically active. This stimulation is done by gamification, which therefore can be considered as serious gaming product. This thesis starts ...

Empowering young change-makers

A tool that enables children activation in their community through a child-led approach

Children's participation in society is still limited without the establishment of appropriate areas, and the possibility to access the spheres of urban activism, children risks to remain invisible citizens. While children don't get the chance to unleash their creative talents in ...

Geotricity

An interactive installation to playfully foster awareness around renewable energy at the Green Kids' Museum Kenya

This project is in collaboration with the Green Kids’ Museum Kenya, which will be the first interactive children museum in East Africa. The museum will become a place for children of age 6 to 14 to learn, inspire and explore, with sustainability at its core. The purpose of th ...

Playful learning through designing toys

Developing a design education toolkit for a non-profit organisation in rural Kenya

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 ...

Brainwise with the Self-portrait app

Providing child patients with a meaningful translation of their test-results

This report delves into the challenging process of translating complex tests from the Child Brain Lab into a design that is both accessible and engaging for children. The Child Brain Lab, part of the Erasmus MC Sophia Children’s Hospital, conducts research on brain development to ...

De Voelvlek

Stimulating inclusivity through parental contact

Children with disabilities (CwD) experience many barriers decreasing their quality of life and hindering their development. Child therapists support CwD and parents of children with disabilities (PCwD) to participate in daily activities. However, the child therapists indicated to ...

A design game for families

Learning essential 21st century skills through a design thinking game

This graduation project has been carried out in the context of the research project ‘Co-Design with Kids: Early acquisition of 21st century skills’ at the TU Delft. To prepare families with kids for the open-ended challenges of the 21st century, essential skills such as creative ...

Op de goede weg?

Een casestudie over het formatief evalueren van de ontwerpvaardigheid divergent denken in het primair onderwijs.

In het hedendaagse onderwijs wordt steeds meer aandacht besteed aan 21e-eeuwse vaardigheden. Ontwerpend leren is een goed middel om leerlingen 21e-eeuwse vaardigheden bij te brengen, aldus de Verkenningscommissie wetenschap en technologie primair onderwijs (2013). Om sturing te g ...

Identifying Children's Activities

Development of a wearable to assess theactivities performed by free-living children

Dutch children achieve an insufficient amount of physical activity. For that reason, Delft University of Technology is looking to develop a wearable that contributes to motivating children to move more frequently and more intensely while collecting data on the movements made by i ...

Blocks with an Attitude...

Putting a Rebellious toy concept to the test

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 wa ...

Empower young experts

Co-designing a peer-sharing tool for Child Brain Lab participants

The Child Brain Lab (CBL), a part of the Paediatric Brain Centre at Sophia Children’s Hospital within the Erasmus Medical Centre, is a scientific research and testing facility dedicated to children with brain conditions (CB). These children frequently experience isolation and lac ...