E. van Beek
Please Note
15 records found
1
‘Try this and see if it works for you’
A new perspective on household improvisation and responses from heat pump supply-side actors
This paper innovates in the relationship between sustainable technology suppliers and users, using the example of heat pumps. Heat pumps are necessary for energy transitions in Europe. However, in everyday life in households, heat pumps are often not used as the technology developers intended. This discrepancy presents a challenge for heat pump supply-side actors such as manufacturers and resellers. This paper first presents a design perspective on user improvisation and highlights its value for innovation. We synthesized the perspective in a sensitizing video. We then employed this video to engage with nine supply-side professionals in the Dutch heat pump value network and conducted semi-structured interviews with them to understand their responses to improvisation. We categorized their responses and identified the factors influencing the choice of response. We identify ten different responses and nine motivating factors. We then interpret the responses in the light of our design perspective on user improvisation to highlight areas for socio-technical innovation in the relationship between the heat pump supply and use sides. This innovation can support heat pump uptake and satisfaction and thus improve the quality and rate of renovations.
This research intended to understand the effect of renovation solutions on occupants’ behaviour, and the effects of the behaviour on the indoor environmental quality of the buildings. The investigation is based on the findings from a short, in-depth monitoring campaign in four apartments in the Netherlands. The results showed that the households studied have different preferences for comfort, as well as ways to interact with the building. The small range of options provided by the systems created some level of dissatisfaction in three out of the four households studied regarding temperature (control), air quality, or noise produced by mechanical ventilation system. The monitoring results confirmed that the apartments were within a good range of thermal comfort, however the residents complained about lack of control over the indoor environment. Furthermore, high CO2 levels were found in three of the four apartments, especially at night. In these homes, the residents kept the ventilation setting on the lowest due to the noise produced by it, or due to lack of knowledge on the functioning of the system. In addition to the lack of control and lack of knowledge, the residents reported a lack of feedback from the Heating Ventilation and Air Conditioning systems to know whether they are working correctly. These results emphasize the need of user-centric design, and the need for people to be able to control their environment. Systems design should consider the actual needs and preferences of the occupants, while interfaces should be designed to provide timely and accurate feedback to the user.
Designing with improvisations
How everyday practices with technologies shape sustainable transitions
Empirically, the research focuses on the transition from gas boilers to heat pumps in Dutch homes. Implementing heat pumps for residential buildings on a large scale should reduce CO2 emissions and save energy while providing comfortable indoor climate of homes. However, in everyday life in households, heat pumps are often not used as the technology developers intended. Ethnography, design research and interviews with value chain professionals are used to gather data and better understand how everyday practices with technologies are performed and understood.
Based on this analysis, I question dominant human-centered design approaches, which prioritize individual users and align with current practices, arguing that they fall short in supporting societal transitions. In my work I take steps towards a more-than-individual-human-centered approach, which embraces the improvisational nature of everyday life and the co-performance of humans and technologies, with the goal of benefitting design work within sustainable transitions. ...
Empirically, the research focuses on the transition from gas boilers to heat pumps in Dutch homes. Implementing heat pumps for residential buildings on a large scale should reduce CO2 emissions and save energy while providing comfortable indoor climate of homes. However, in everyday life in households, heat pumps are often not used as the technology developers intended. Ethnography, design research and interviews with value chain professionals are used to gather data and better understand how everyday practices with technologies are performed and understood.
Based on this analysis, I question dominant human-centered design approaches, which prioritize individual users and align with current practices, arguing that they fall short in supporting societal transitions. In my work I take steps towards a more-than-individual-human-centered approach, which embraces the improvisational nature of everyday life and the co-performance of humans and technologies, with the goal of benefitting design work within sustainable transitions.
Death of the Design Researcher?
Creating Knowledge Resources for Designers Using Generative AI
Building on themes identified in the successful DIS 2023 workshop, this 2-day event invites designers and researchers to present completed projects, works-in-progress, and theoretical provocations. The structure allows time for both presentations and in-depth discussions, aiming to develop an online resource library and a collaborative publication. The workshop seeks to advance the discourse on GenAI, addressing its challenges and opportunities in design research. ...
Building on themes identified in the successful DIS 2023 workshop, this 2-day event invites designers and researchers to present completed projects, works-in-progress, and theoretical provocations. The structure allows time for both presentations and in-depth discussions, aiming to develop an online resource library and a collaborative publication. The workshop seeks to advance the discourse on GenAI, addressing its challenges and opportunities in design research.
Domestic heating systems need to change to meet climate targets. We draw on practice theoretical concepts to understand what is needed to integrate heat pumps in Dutch households. From a design orientation, we view households as creative actors integrating technologies into daily life. We report on an ethnographic study of the disruptions and resulting reconfigurations that occur when heat pumps are introduced in Dutch households. Our findings reveal a variety of practice reconfigurations around heat pumps. We also find that these reconfigurations are related to and may influence other practices, including professional practices. We discuss our findings in relation to policy, technology development, and design, and conclude that the required reconfigurations in Dutch household practices could be supported, and that innovative practice reconfigurations emerging from internal household dynamics could contribute to sustainability transitions.
Making a scene
Representing and annotating enacted interfaces in co-performances using the screenplay
The everyday enactment of interfaces
A study of crises and conflicts in the more-than-human home
By 2027 more than 530 M homes will likely adopt at least one type of automated system. This means that a growing number of residents will be living with automated technology in the home, everyday. But living with smart homes is full of conflicts between what residents find appropriate and what technology does instead. Previous research, centering end-user needs, has often focused on smooth living experiences through graphical user interfaces and improved predictions. In this research, we take the more-than-human lens of co-performance to put crises in everyday practices in view, and to conceptualize a new notion of interface. Based on ethnographic data from 11 households, our findings illustrate how crises reveal conflicting ideas of appropriateness, how residents reconfigure their co-performances with technology in response to everyday crises, and how new interfaces are enacted as a result. We conclude by illuminating how researchers and designers should not look at the conflicts and crises emerging in the more-than-human home as something of which to get rid. Instead, they are opportunities for residents and buildings to respond to one another in the context of everyday life and to enact interfaces that were not pre-designed into the building.
This one day workshop will explore the use of Generative Artificial Intelligence (GenAI) in design research and practice. Generative technologies are developing rapidly and many designers are using them. Yet, there remains little published work on the use of GenAI in design. Our goal is to not only showcase the potential of GenAI for design, but to engage in discussions of its shortcomings and opportunities as they have been already articulated by scholars. By synthesizing both published and unpublished works, we will develop best practices, ethical considerations, and future research directions for the use of GenAI in design. We will explore a range of topics and themes, including leveraging the characteristics of GenAI for design, mapping the diverse applications of GenAI in design, envisioning a framework for design, and guiding future work on GenAI in design research. Ultimately, we hope to provide a roadmap for the integration of GenAI into the design research process and to encourage designers and researchers to explore the potential of GenAI in a thoughtful and deliberate way.
Data encounters in renovated homes
Sense-making beyond displays
Renovation projects in social housing tend to focus on diminishing the costs of the renovation. An affordable solution is sought for an average household, thus assumptions are made about the residents' behaviour when calculating the energy performance of the dwellings. However, households have different needs and preferences, and therefore the actual use of the building can affect the achievement of the zero energy goals. In the Netherlands, until 2020, the calculation of the energy performance coefficient (EPC) was necessary to obtain building permission. The EPC was calculated based on standardised occupancy, and took into account the characteristics of the building envelope and installations. Furthermore, the EPV (energieprestatievergoeding, energy performance compensation in English) is an instrument used by housing associations and landlords to recover part of their investments in renovating social housing into (nearly) zero energy homes through a regulated increase in the rent, while protecting the residents from increase on their costs of living. In this research, we used a monitoring case study in the Netherlands to investigate the effect of assumptions made during design regarding occupants' behaviour, preferences, needs and lifestyle on achieving energy neutrality goals. The following questions are answered: What assumptions where made during the design of the building, and how do they differ from actual behaviour?, and what are the consequences of the behaviour for the performance of the building and for the EPV? The objective of this research is to determine the importance of design assumptions in the design and evaluation of zero energy buildings.
Shift and Blend
Understanding the hybrid character of computing artefacts on a tool-agent spectrum
counterpart. We compared both cases through the lens of a toolagent spectrum and elaborate on these results by discussing some of the principles by which computational artefacts can shift across the spectrum. We conclude by discussing the limitations of this study and provide suggestions for future work. ...
counterpart. We compared both cases through the lens of a toolagent spectrum and elaborate on these results by discussing some of the principles by which computational artefacts can shift across the spectrum. We conclude by discussing the limitations of this study and provide suggestions for future work.
Expressive/Sensitive
Full day workshop at DIS 2020
Our interactions form an intricate 'dance' - a dance requiring a fluent integration of both expressivity (e.g. to approach someone) and sensitivity (e.g. detect if you 'should' approach someone). Work on behaving artefacts has focused mostly on the social, emotional and aesthetic qualities that can be evoked - expressed - through interactions involving such artefacts. Meanwhile, novel methods from social signal processing and affective computing are beginning to imbue artefacts with a reflective awareness - a sensitivity - to the emergent social aspects of the interaction. Can we empower the expressivity of behaving artefacts by integrating it with such sensitivity? With this workshop we aim to bring together a range of perspectives, on the performative and technological opportunities for such artefacts, as well as on their potential (adverse) social and societal implications; to jointly establish what will be necessary to achieve Expressive\Sensitive artefacts that positively enrich and participate in the 'dance' of social interaction.
Background. Several HCI researchers have started to use game design elements in their research to create playful methods for involving end-users in design. Similar to serious games, such research games serve a dual purpose: 1) to create an enjoyable experience for research participants, and 2) to collect user insights to inform the design process. Aim. We propose that the Serious Game Design Assessment (SGDA) Framework, that evaluates both a game’s enjoyable purposes and its serious purposes, may be a valuable tool in assessing and developing research games. In this article, we apply the SGDA Framework to three existing research games, one involving train passengers in assessing potential future user experiences, one involving hospital staff in ideation for wearable technology, and one involving TV viewers in ideation for future video watching scenarios. Conclusion. The assessment of the three research games suggests that the framework is indeed applicable to research games and may, as such, provide HCI researchers with clear guidance when creating new research games.
Viewers' visions of the future
Co-creating hyper-personalized and immersive TV and video experiences
The past decade has shown that new technologies can have a profound impact on how we consume television and online video content. As technologies such as VR/AR, sensors, and smart voice assistants are maturing, it is becoming pertinent to study how they could influence the next generation of TV and video experiences. While some experiments already incorporate one or more of these technologies, a systematic study into user expectations for these new technologies has not yet been conducted. In this paper, we present the results of a co-creation session resulting in two future video watching scenarios visualized using storyboards: one presenting a hyper-personalized experience based on the automatic recognition of emotions, and another one presenting an immersive experience using Virtual and Augmented Reality. We conclude with user evaluations of both concepts, offering insights in the opportunities and challenges these concepts could bring for the future of television and video experiences.