M. Gonçalves
Please Note
14 records found
1
Overcoming polarisation
Exploring ways to address algorithmic influences on polarisation among adolescents
To address this complex societal problem, the project combines a systemic design perspective with co-creation and research-through-design methods. The research began with a literature study, expert interviews, and field observations to understand polarisation across societal, social, and individual levels. These insights were translated into clusters, a system map, and a central dilemma between freedom and safety within off- and online environments.
To incorporate youth perspectives, this dilemma was explored through creative sessions with adolescents, where their experiences and interpretations shaped the project direction. A key tension that emerged is the paradox between freedom and influence in online environments: adolescents experience social media as a space for self-expression, while being subtly shaped by algorithmic systems they are often unaware of. Although these systems strongly filter content, their influence is frequently underestimated. This creates an environment in which adolescents feel in control, while their views are continuously reinforced, limiting exposure to diverse perspectives and opportunities for reflection.
Based on these insights, the project resulted in a workshop that makes algorithmic influence tangible and open for reflection. Participants are exposed to “donated” social media feeds, allowing them to step outside their own personalised bubble. By experiencing these feeds and mapping their emotional responses, they become aware of how content affects them and how perspectives differ. This process encourages reflection on both the emotional impact of content and their own role within these dynamics. Rather than aiming to change opinions, the workshop focuses on fostering awareness and opening space for dialogue about polarisation as a shared experience.
The workshop was iteratively developed and evaluated through multiple testing moments with adolescents and experts. Evaluations show that the format is engaging and accessible, and effectively encourages reflection. Experiencing different feeds was particularly impactful, as it made clear how algorithms shape different worldviews. However, while the workshop raises awareness, its long-term impact on behaviour and sustained attitude change requires further development.
Overall, this project demonstrates that polarisation among adolescents is a complex and systemic issue. It highlights the role of online environments, showing how algorithmic systems reinforce polarising dynamics in subtle but powerful ways. Addressing this requires supporting awareness, reflection, and dialogue about the mechanisms that shape what adolescents see and experience online. At the same time, polarisation extends beyond the online context, requiring broader societal action.
...
To address this complex societal problem, the project combines a systemic design perspective with co-creation and research-through-design methods. The research began with a literature study, expert interviews, and field observations to understand polarisation across societal, social, and individual levels. These insights were translated into clusters, a system map, and a central dilemma between freedom and safety within off- and online environments.
To incorporate youth perspectives, this dilemma was explored through creative sessions with adolescents, where their experiences and interpretations shaped the project direction. A key tension that emerged is the paradox between freedom and influence in online environments: adolescents experience social media as a space for self-expression, while being subtly shaped by algorithmic systems they are often unaware of. Although these systems strongly filter content, their influence is frequently underestimated. This creates an environment in which adolescents feel in control, while their views are continuously reinforced, limiting exposure to diverse perspectives and opportunities for reflection.
Based on these insights, the project resulted in a workshop that makes algorithmic influence tangible and open for reflection. Participants are exposed to “donated” social media feeds, allowing them to step outside their own personalised bubble. By experiencing these feeds and mapping their emotional responses, they become aware of how content affects them and how perspectives differ. This process encourages reflection on both the emotional impact of content and their own role within these dynamics. Rather than aiming to change opinions, the workshop focuses on fostering awareness and opening space for dialogue about polarisation as a shared experience.
The workshop was iteratively developed and evaluated through multiple testing moments with adolescents and experts. Evaluations show that the format is engaging and accessible, and effectively encourages reflection. Experiencing different feeds was particularly impactful, as it made clear how algorithms shape different worldviews. However, while the workshop raises awareness, its long-term impact on behaviour and sustained attitude change requires further development.
Overall, this project demonstrates that polarisation among adolescents is a complex and systemic issue. It highlights the role of online environments, showing how algorithmic systems reinforce polarising dynamics in subtle but powerful ways. Addressing this requires supporting awareness, reflection, and dialogue about the mechanisms that shape what adolescents see and experience online. At the same time, polarisation extends beyond the online context, requiring broader societal action.
Teaching on purpose
How co-design promotes purpose development in secondary education
This graduation project explores how design can support the development of purpose in adolescents by enabling teachers in secondary education to take on a more active, reflective role. The aim of this project was to develop a design intervention that promotes purpose development among adolescents in secondary education.
Approach
Through a combination of theory, field research, and co-creation, the project uncovered how purpose develops and how schools currently (fail to) support it. Literature showed that purpose is not a fixed endpoint but a process of identity formation, future thinking, and contribution. Interviews with students revealed a desire for more personal connection, to have room to explore, and to connect learning to real life. Teachers, in turn, expressed motivation but also a lack of time and knowlegde to address purpose in their teaching practice.
To respond to this gap, a series of co-design sessions were held with teachers at Wolfert Tweetalig. These sessions created a safe and creative space for teachers to explore their own perspectives on teaching for purpose, and to reflect on how they might support that process in students. What began as a method to design interventions became an intervention in itself. The sessions revealed that when teachers are given time, trust, and a creative space, a powerful mindset shift can occur — one that redefines their role, their language, and their perspective on education.
Results
This insight became the new design challenge: how to make this mindset shift last and grow over time, especially when the original facilitator/designer steps away. Through literature on change, learning and innovation, five principles for long-term impact were formulated: embed in culture, grow from the core, anchor in rituals, make it concrete, and design for adaptation.
To bring these principles to life, two key artefacts were developed. The first is a roadmap that outlines a phased journey toward 2028 — when purpose development becomes a natural, shared part of school culture. The second is a supporting magazine for this roadmap, designed as a narrative and visual tool to inspire, remind, and invite others into this process. Both artefacts are grounded in co-created and theory insights and are designed not to control, but to continue the mindset that emerged during the sessions.
Conclusion
This project shows that supporting purpose in adolescents can begin with enabling purpose focused thinking in teachers. It offers a hopeful, practical, and relational approach to educational change — one that prioritises reflection over instruction, dialogue over delivery, and culture over curriculum. ...
This graduation project explores how design can support the development of purpose in adolescents by enabling teachers in secondary education to take on a more active, reflective role. The aim of this project was to develop a design intervention that promotes purpose development among adolescents in secondary education.
Approach
Through a combination of theory, field research, and co-creation, the project uncovered how purpose develops and how schools currently (fail to) support it. Literature showed that purpose is not a fixed endpoint but a process of identity formation, future thinking, and contribution. Interviews with students revealed a desire for more personal connection, to have room to explore, and to connect learning to real life. Teachers, in turn, expressed motivation but also a lack of time and knowlegde to address purpose in their teaching practice.
To respond to this gap, a series of co-design sessions were held with teachers at Wolfert Tweetalig. These sessions created a safe and creative space for teachers to explore their own perspectives on teaching for purpose, and to reflect on how they might support that process in students. What began as a method to design interventions became an intervention in itself. The sessions revealed that when teachers are given time, trust, and a creative space, a powerful mindset shift can occur — one that redefines their role, their language, and their perspective on education.
Results
This insight became the new design challenge: how to make this mindset shift last and grow over time, especially when the original facilitator/designer steps away. Through literature on change, learning and innovation, five principles for long-term impact were formulated: embed in culture, grow from the core, anchor in rituals, make it concrete, and design for adaptation.
To bring these principles to life, two key artefacts were developed. The first is a roadmap that outlines a phased journey toward 2028 — when purpose development becomes a natural, shared part of school culture. The second is a supporting magazine for this roadmap, designed as a narrative and visual tool to inspire, remind, and invite others into this process. Both artefacts are grounded in co-created and theory insights and are designed not to control, but to continue the mindset that emerged during the sessions.
Conclusion
This project shows that supporting purpose in adolescents can begin with enabling purpose focused thinking in teachers. It offers a hopeful, practical, and relational approach to educational change — one that prioritises reflection over instruction, dialogue over delivery, and culture over curriculum.
Enhancing Children’s Creativity
Building creative confidence through design education at primary schools
A literature review established a theoretical foundation using the 5A’s of Creativity framework, while contextual exploration through interviews with primary school teachers (n=6) and education professionals (n=3) identified key barriers to creative engagement, including low creative confidence, fear of failure, and limited teacher support. These insights shaped the central design question: How can children and teachers shift their focus from outcomes to the creative process itself?
Guided by a Research through Design approach, the study involved a exploratory workshop and ‘creative confidence’ workshops (n=32 total participants) and design lessons with 85 children (group 5-8) across four schools. Insights from these activities informed the development of five design tools: Draai door, Ideeënbord, Spontane verhalen, Ideeën estafette, and Mindful musical, alongside two teacher support artefacts: the ‘Guide to Sparking Creativity’ and a poster.
Evaluation interviews with teachers (n=5) indicated that the tools successfully stimulated creative thinking and confidence in children, while the support materials were valued for their clarity and usability. Recommendations include continued testing across more diverse school contexts to refine their integration into everyday teaching practice. ...
A literature review established a theoretical foundation using the 5A’s of Creativity framework, while contextual exploration through interviews with primary school teachers (n=6) and education professionals (n=3) identified key barriers to creative engagement, including low creative confidence, fear of failure, and limited teacher support. These insights shaped the central design question: How can children and teachers shift their focus from outcomes to the creative process itself?
Guided by a Research through Design approach, the study involved a exploratory workshop and ‘creative confidence’ workshops (n=32 total participants) and design lessons with 85 children (group 5-8) across four schools. Insights from these activities informed the development of five design tools: Draai door, Ideeënbord, Spontane verhalen, Ideeën estafette, and Mindful musical, alongside two teacher support artefacts: the ‘Guide to Sparking Creativity’ and a poster.
Evaluation interviews with teachers (n=5) indicated that the tools successfully stimulated creative thinking and confidence in children, while the support materials were valued for their clarity and usability. Recommendations include continued testing across more diverse school contexts to refine their integration into everyday teaching practice.
CreatOrg Workshop - From Doubt to Drive
A Reflective Journey to Unleash Creative Confidence by Illuminating the Creative Cultural Values in Your Organisation
The project was carried out qualitatively to study the innovation contexts of Rabobank and PostNL, in which the main participants consisted of the innovation coaches and coachees from the innovation project teams. By analysing and mapping out the creative cultures of these two companies, several key cultural values were identified. These include: high power division, reverence for company history and traditional way of working, adherence to clear rules and aversion to uncertainty, emphasis on group connections and collaborations, and a drive for success and achievement.
To help the innovation coaches in fostering greater creative confidence in the coachees, an intervention called “CreatOrg workshop” was designed. It is a templated journey (a workshop with 4 activities) that encourages coaches and coachees to reflect on their previous coaching and workshop experiences together. The workshop aimed to increase sensitivity and awareness towards the creative cultural values of ‘care’ and ‘fun’, while inspiring participants to generate potential ideas for fostering creative confidence in future coaching and workshop settings.
Later the concept was evaluated with respondents from Rabobank and PostNL, as well as other relevant stakeholders from different organisations. The results indicated that CreatOrg workshop effectively increased participants’ creative confidence and enhanced their sensitivity and awareness towards both ‘care’ and ‘fun’ creative cultural values. Participants also found it inspiring and acknowledged its potential for long-term use.
Rabobank and PostNL could directly benefit from CreatOrg workshop and the insights from their creative cultures. Other organisations might also find it helpful to reflect on their own creative cultures by studying the demonstrated creative cultural values of Rabobank and PostNL. However, further communication and follow-up validation within Rabobank and PostNL is needed. Future research could utilise the combined cultural model proposed in this project to explore organisation/culture-related subjects. Additionally, the intervention itself could be experimented with more types of organisations in the future. ...
The project was carried out qualitatively to study the innovation contexts of Rabobank and PostNL, in which the main participants consisted of the innovation coaches and coachees from the innovation project teams. By analysing and mapping out the creative cultures of these two companies, several key cultural values were identified. These include: high power division, reverence for company history and traditional way of working, adherence to clear rules and aversion to uncertainty, emphasis on group connections and collaborations, and a drive for success and achievement.
To help the innovation coaches in fostering greater creative confidence in the coachees, an intervention called “CreatOrg workshop” was designed. It is a templated journey (a workshop with 4 activities) that encourages coaches and coachees to reflect on their previous coaching and workshop experiences together. The workshop aimed to increase sensitivity and awareness towards the creative cultural values of ‘care’ and ‘fun’, while inspiring participants to generate potential ideas for fostering creative confidence in future coaching and workshop settings.
Later the concept was evaluated with respondents from Rabobank and PostNL, as well as other relevant stakeholders from different organisations. The results indicated that CreatOrg workshop effectively increased participants’ creative confidence and enhanced their sensitivity and awareness towards both ‘care’ and ‘fun’ creative cultural values. Participants also found it inspiring and acknowledged its potential for long-term use.
Rabobank and PostNL could directly benefit from CreatOrg workshop and the insights from their creative cultures. Other organisations might also find it helpful to reflect on their own creative cultures by studying the demonstrated creative cultural values of Rabobank and PostNL. However, further communication and follow-up validation within Rabobank and PostNL is needed. Future research could utilise the combined cultural model proposed in this project to explore organisation/culture-related subjects. Additionally, the intervention itself could be experimented with more types of organisations in the future.
Creating successful EX can provide organizations with happy workers that are more engaged, more creative, do superior work, and that are more likely to continue working at the firm (Ragan & Carder, 2019). With creativity being an important driver of an organization’s innovation capacity, building a strong EX strategy may provide interesting new opportunities for influencing the organization’s performance.
In this thesis, the relationship between two aspects of Employee Experience –well-being and creativity –is explored. Starting by examining well-being and creativity theory I developed a conceptual model. This laid the groundwork for the investigation of the context of the client company Thinkwiseand paved the way for identifying various design opportunities for positive change. The design opportunities laid the foundations for a design intervention shaped to embody, enable, and implement an EX-strategy that can boost the innovation capacity of Thinkwise.
The design opportunities that could boost creativity and wellbeing at Thinkwise constitute various new behaviours that need to be enabled for individual contributors, middle management, and top management.
-Individual contributors need to be supported in maintaining high levels of motivation;
-Middle managers can support this by improving the ways in which ideas are conceived, managed and implemented, and;
-Top management needs to actively manage the creative climate in the organization to support the creative and innovative efforts throughout all layers of Thinkwise.
The proposed intervention supports these objectives by providing tools and strategies for supporting idea creation, idea sharing, building an understanding of creative processes and clarifying the roles and activities that contribute to an innovative workplace. It consists of a poster describing the stages of the creative process, a tool for evaluating ideas, and a document that captures the tools and specific context and theory insights. ...
Creating successful EX can provide organizations with happy workers that are more engaged, more creative, do superior work, and that are more likely to continue working at the firm (Ragan & Carder, 2019). With creativity being an important driver of an organization’s innovation capacity, building a strong EX strategy may provide interesting new opportunities for influencing the organization’s performance.
In this thesis, the relationship between two aspects of Employee Experience –well-being and creativity –is explored. Starting by examining well-being and creativity theory I developed a conceptual model. This laid the groundwork for the investigation of the context of the client company Thinkwiseand paved the way for identifying various design opportunities for positive change. The design opportunities laid the foundations for a design intervention shaped to embody, enable, and implement an EX-strategy that can boost the innovation capacity of Thinkwise.
The design opportunities that could boost creativity and wellbeing at Thinkwise constitute various new behaviours that need to be enabled for individual contributors, middle management, and top management.
-Individual contributors need to be supported in maintaining high levels of motivation;
-Middle managers can support this by improving the ways in which ideas are conceived, managed and implemented, and;
-Top management needs to actively manage the creative climate in the organization to support the creative and innovative efforts throughout all layers of Thinkwise.
The proposed intervention supports these objectives by providing tools and strategies for supporting idea creation, idea sharing, building an understanding of creative processes and clarifying the roles and activities that contribute to an innovative workplace. It consists of a poster describing the stages of the creative process, a tool for evaluating ideas, and a document that captures the tools and specific context and theory insights.
This graduation project has researched citizenship education and the political participation of students. The project aims to increase political participation by youngsters through the means of citizenship education.
Extended qualitative research, using the Design Thinking Method (Chasanidou et al., 2015) and Self Determination Theory (Ryan & Deci, 2000). helped to create an in-depth understanding of the context. The empathic approach of the project highlighted the complexity of the problem. The main insights showed that the development of youths’ citizenship skills happens in a complex system. Learning these skills happens all around, in multiple contexts, in direct and indirect ways. Developing citizenship skills does not simply happen in citizenship classes.
The in-depth data was translated into a system map. The map visualizes and clarifies the complexity of the context researched. An online version of the map allows for easy communication of the insights in a structured and visual way. The system map communicates several aspects. First of all, the map consists of two main aspects: situational contexts, that students encounter and two feelings that shape a political attitude. The feeling of understanding and the feeling of belonging influence the extent to which students feel intrinsically motivated to participate politically. The situational contexts and their corresponding factors influence the fulfillment of these two feelings.
The design phase is supported by the map for thorough understanding. The map facilitates understanding during the design phase. The design goal is to strengthen the understanding of the relation between MBO students’ daily lives and the municipality, by facilitating a moment to see this relation, while performing an activity in class. With a desired effect in mind, to make sure students feel competent to be part of politics and be of influence.
Various ideas are generated in ideation activities involving multiple stakeholders. Three design directions are considered and narrowed down to the final design direction: a citizenship program in class. This design direction was tested iteratively in six user tests. Resulting in the final design: ‘de Meester Burger’, a citizenship program that strengthens the understanding of MBO students’ daily lives and the municipality.
de Meester Burger is a tool to be used in class. Students work in small groups on municipal themes of choice. The steps of the tool guide students through an exploratory process enabling them to explore their own opinions by facilitating a tangible conversation. Students discover, share, and discuss various insights concerning the chosen theme. The tool supports a what-do-you-think and learning-by-doing approach, delivering advice to the municipality based on insights and ideas generated throughout the steps. Overall de Meester Burger aims to create a meaningful learning experience in class increasing students feeling of understanding and belonging towards the municipality. ...
This graduation project has researched citizenship education and the political participation of students. The project aims to increase political participation by youngsters through the means of citizenship education.
Extended qualitative research, using the Design Thinking Method (Chasanidou et al., 2015) and Self Determination Theory (Ryan & Deci, 2000). helped to create an in-depth understanding of the context. The empathic approach of the project highlighted the complexity of the problem. The main insights showed that the development of youths’ citizenship skills happens in a complex system. Learning these skills happens all around, in multiple contexts, in direct and indirect ways. Developing citizenship skills does not simply happen in citizenship classes.
The in-depth data was translated into a system map. The map visualizes and clarifies the complexity of the context researched. An online version of the map allows for easy communication of the insights in a structured and visual way. The system map communicates several aspects. First of all, the map consists of two main aspects: situational contexts, that students encounter and two feelings that shape a political attitude. The feeling of understanding and the feeling of belonging influence the extent to which students feel intrinsically motivated to participate politically. The situational contexts and their corresponding factors influence the fulfillment of these two feelings.
The design phase is supported by the map for thorough understanding. The map facilitates understanding during the design phase. The design goal is to strengthen the understanding of the relation between MBO students’ daily lives and the municipality, by facilitating a moment to see this relation, while performing an activity in class. With a desired effect in mind, to make sure students feel competent to be part of politics and be of influence.
Various ideas are generated in ideation activities involving multiple stakeholders. Three design directions are considered and narrowed down to the final design direction: a citizenship program in class. This design direction was tested iteratively in six user tests. Resulting in the final design: ‘de Meester Burger’, a citizenship program that strengthens the understanding of MBO students’ daily lives and the municipality.
de Meester Burger is a tool to be used in class. Students work in small groups on municipal themes of choice. The steps of the tool guide students through an exploratory process enabling them to explore their own opinions by facilitating a tangible conversation. Students discover, share, and discuss various insights concerning the chosen theme. The tool supports a what-do-you-think and learning-by-doing approach, delivering advice to the municipality based on insights and ideas generated throughout the steps. Overall de Meester Burger aims to create a meaningful learning experience in class increasing students feeling of understanding and belonging towards the municipality.
Shifting perspectives
Applying systemic design to strategise long-term impact for parents of children with special needs
After researching the context, several key actors in the system around CSN parents were identified: the national government, municipal councils, the care domain, charities and network. Ontzorghuis is part of the charity actor. For each of the actors, one or more interviews were conducted with someone working in this domain, 12 in total. The insights of the interviews were combined with those from literature research, to analyse the interactions between the actors. This forms the basis of the system map. The map consists of 25 points, representing the challenges actors have to face together. This system map was then used to investigate the possibilities for systemic impact for CSN parents. Leverage points were identified, and used to map out future interventions. The insights were converted into an actionable strategy for Ontzorghuis.
The first step of the strategy is to make CSN parents visible within society. The graduation design therefore had the goal of helping actors reflect on their role in the system around CSN parents. Storytelling was chosen as the mechanism to convey the system, as "storytelling allows for thorough understanding of complex systems with limited time investment and without requiring expertise on systems design" (Talgorn & Hendriks, 2021, p. 50). Using storytelling also allowed room for the empathy needed for this vulnerable but inspiring target group. The end result is a children's book for any actors of the system, using a metaphor to tell the story of a CSN parent interacting with the system, and inviting readers to reflect.
...
After researching the context, several key actors in the system around CSN parents were identified: the national government, municipal councils, the care domain, charities and network. Ontzorghuis is part of the charity actor. For each of the actors, one or more interviews were conducted with someone working in this domain, 12 in total. The insights of the interviews were combined with those from literature research, to analyse the interactions between the actors. This forms the basis of the system map. The map consists of 25 points, representing the challenges actors have to face together. This system map was then used to investigate the possibilities for systemic impact for CSN parents. Leverage points were identified, and used to map out future interventions. The insights were converted into an actionable strategy for Ontzorghuis.
The first step of the strategy is to make CSN parents visible within society. The graduation design therefore had the goal of helping actors reflect on their role in the system around CSN parents. Storytelling was chosen as the mechanism to convey the system, as "storytelling allows for thorough understanding of complex systems with limited time investment and without requiring expertise on systems design" (Talgorn & Hendriks, 2021, p. 50). Using storytelling also allowed room for the empathy needed for this vulnerable but inspiring target group. The end result is a children's book for any actors of the system, using a metaphor to tell the story of a CSN parent interacting with the system, and inviting readers to reflect.
Not so big: Making data less overwhelming for designers
The development of a tool for novice designers to deal with big data without overwhelmingness feeling
To provide this appropriate support, the key pain point was targeted from designers’ big data related project experiences, which is the feeling of being overwhelmed by big data when designers face it. In the end, I designed the data management platform to help designers relieve this feeling and have a better performance at big data involved projects.
This thesis will introduce the project process. First, I did the literature review to learn about big data, how the relationship between big data and design is, and how the relationship between big data and design process is. Afterward, Context Mapping was conducted to learn about the designers’ experiences in applying big data in the design process. With the literature review and Context Mapping, I understood the project from both a theoretical and design practice perspectives. Then, I held a session to explore the problem space. The session was organized with designers to learn about their difficulties when dealing with big data.
After the session, I realized that the biggest challenge for designers is being overwhelmed by data when translating big data into insights. It results from the massive big data content and cluelessness when designers face big data. It affects designers’ efficiency and confidence in the design process. To explore the solution space of the challenge, I held a co-creation session with novice designers.
In the end, Data Management Platform was proposed. The concept's goals are to relieve designers from data overwhelmingness and assist designers in dealing with big data. The Data Management Platform can provide designers an overview of the project and prevent designers from feeling lost in the big data content. By guiding designers to apply big data in an appropriate process and assisting designers with some tools to collaborate with different people, designers can confidently and effectively make full use of big data. In the end, the concept was evaluated. ...
To provide this appropriate support, the key pain point was targeted from designers’ big data related project experiences, which is the feeling of being overwhelmed by big data when designers face it. In the end, I designed the data management platform to help designers relieve this feeling and have a better performance at big data involved projects.
This thesis will introduce the project process. First, I did the literature review to learn about big data, how the relationship between big data and design is, and how the relationship between big data and design process is. Afterward, Context Mapping was conducted to learn about the designers’ experiences in applying big data in the design process. With the literature review and Context Mapping, I understood the project from both a theoretical and design practice perspectives. Then, I held a session to explore the problem space. The session was organized with designers to learn about their difficulties when dealing with big data.
After the session, I realized that the biggest challenge for designers is being overwhelmed by data when translating big data into insights. It results from the massive big data content and cluelessness when designers face big data. It affects designers’ efficiency and confidence in the design process. To explore the solution space of the challenge, I held a co-creation session with novice designers.
In the end, Data Management Platform was proposed. The concept's goals are to relieve designers from data overwhelmingness and assist designers in dealing with big data. The Data Management Platform can provide designers an overview of the project and prevent designers from feeling lost in the big data content. By guiding designers to apply big data in an appropriate process and assisting designers with some tools to collaborate with different people, designers can confidently and effectively make full use of big data. In the end, the concept was evaluated.
Participation for a people–centered Delft
Enabling the municipality of Delft to design people–centered cities with the local communities using participatory approaches
Based on the analysis and findings from research the problem addressed by this project was redefined. The redefined problem was how can we reduce the threshold of the municipality to embrace and adopt participation as a part of their daily way of working. From this question the two problem areas to be addressed were defined as; one, a lack in ability of the municipality to act on participatory frameworks and two, a lack of willingness of the municipality to make participation a part of their culture.
The resulting solution and final outcome proposed was to design a sensitizing participation journal or booklet for use by the people working in the municipality. The main goal of this journal is to equip folks at the municipality to act on the participatory framework of Delfts Doen by means of the tools provided in it. The journal also hopes to inspire and sensitize the municipality about participation, paving the way to increase the willingness and bring about a culture change in the municipality regarding participation.
To conclude, the challenges with participatory design lie in the adoption of a new mindset within large organizations such as municipalities, since this mindset strongly challenges the existing power structure and hierarchy within an organization. It is expected that the findings of this thesis can contribute to this knowledge by building on how these challenges can be overcome by focusing on the needs that must be fulfilled for people working in organizations such as municipalities. ...
Based on the analysis and findings from research the problem addressed by this project was redefined. The redefined problem was how can we reduce the threshold of the municipality to embrace and adopt participation as a part of their daily way of working. From this question the two problem areas to be addressed were defined as; one, a lack in ability of the municipality to act on participatory frameworks and two, a lack of willingness of the municipality to make participation a part of their culture.
The resulting solution and final outcome proposed was to design a sensitizing participation journal or booklet for use by the people working in the municipality. The main goal of this journal is to equip folks at the municipality to act on the participatory framework of Delfts Doen by means of the tools provided in it. The journal also hopes to inspire and sensitize the municipality about participation, paving the way to increase the willingness and bring about a culture change in the municipality regarding participation.
To conclude, the challenges with participatory design lie in the adoption of a new mindset within large organizations such as municipalities, since this mindset strongly challenges the existing power structure and hierarchy within an organization. It is expected that the findings of this thesis can contribute to this knowledge by building on how these challenges can be overcome by focusing on the needs that must be fulfilled for people working in organizations such as municipalities.
Redesigning Routines
A visual thinking service for Ink Strategy to activate organisational change
Planning the change;
Translating vision to daily work;
Training ambassadors;
Training and activating people;
Sharing results;
Changing daily work routines.
These opportunities provide a general answer to the aim of this research. The opportunity “Changing daily work routines” was developed into the new service “Redesigning Routines” to show more specifically how Ink can extend their portfolio. Redesigning Routines is a service that follows Ink’s services on vision formulation. The aim of the service is to translate the abstract vision to concrete, daily work, help people to understand the values that drive their behaviour and give them direction on how to change. This is achieved by a workshop with a co-creative, visual approach. The workshop provides a safe space for reflection, helping people to make their values explicit and formulate concrete steps for change. The end result of the workshop is a visualisation of a newly designed work routine, that is in line with the new vision, and a concrete list of actions to ensure people will start to experiment with desired behaviour. Eventually, this should result in behavioural change among employees, to accomplish the company vision. The service connects well to Ink’s current portfolio since it bridges the gap between an abstract vision and concrete, daily work that needs to change. The service mostly helps to empower people: it helps them to understand underlying values that drive behaviour and to gain direction on how to change. This approach might be rather unique: consultancy firms do provide services on change activation, but they do not consciously take into account the underlying needs of employees. ...
Planning the change;
Translating vision to daily work;
Training ambassadors;
Training and activating people;
Sharing results;
Changing daily work routines.
These opportunities provide a general answer to the aim of this research. The opportunity “Changing daily work routines” was developed into the new service “Redesigning Routines” to show more specifically how Ink can extend their portfolio. Redesigning Routines is a service that follows Ink’s services on vision formulation. The aim of the service is to translate the abstract vision to concrete, daily work, help people to understand the values that drive their behaviour and give them direction on how to change. This is achieved by a workshop with a co-creative, visual approach. The workshop provides a safe space for reflection, helping people to make their values explicit and formulate concrete steps for change. The end result of the workshop is a visualisation of a newly designed work routine, that is in line with the new vision, and a concrete list of actions to ensure people will start to experiment with desired behaviour. Eventually, this should result in behavioural change among employees, to accomplish the company vision. The service connects well to Ink’s current portfolio since it bridges the gap between an abstract vision and concrete, daily work that needs to change. The service mostly helps to empower people: it helps them to understand underlying values that drive behaviour and to gain direction on how to change. This approach might be rather unique: consultancy firms do provide services on change activation, but they do not consciously take into account the underlying needs of employees.
PROBLEM STATEMENT
The resulting challenge for SkyTeam is to develop a proposition for SkyPriority customers that fits the desires of the wide variety of customers and is differentiating among other highly innovative airlines and alliances.
In this graduation project, possible directions for such a proposition are explored.
APPROACH
To gain insights in SkyTeam, extensive research was done on the company, SkyPriority and the industry in which SkyTeam operates. In addition, a case study was performed on one of the member airlines in order to map out the implications of the different types of partnerships and regulations on the customer. To gain insight in the journey of SkyPriority customers, 26 SkyPriority customers were qualitatively interviewed. In addition, 50 SkyPriority customers participated in a quantitative study, based on the ‘Elements of Value’ theory of Almquist et al. (2016). Hereafter, all insights from the customer research analyses were combined and led to the concept of a digital personal assistant. After an iterative process with feedback from the member airlines, multiple evaluation sessions and user testing with a mock-up, the concept was developed into a final proposition: Cura.
SOLUTION
Cura is a digital personal assistant that can be integrated as functionality into the mobile application of the 20 member airlines. It aims to create consistency between journeys with multiple airlines and reduce the experienced stress and hassle when travelling. By automatically collecting upcoming flight-details from the e-mail inbox of the customer, the assistant is able to provide him with the right information at the right time throughout the whole journey. In addition, it shows the customer the privileges he can make use of, taking into account his cabin service, FFP status and the airport he is visiting. By doing so, Cura aligns the customer’s expectations of the trip with the actual experience. Moreover, the assistant can be used regardless of the airline the customer is flying with, as long as it is a SkyTeam airline. As a consequence, the customer doesn’t have to download an extra app, but can keep using the app of his most frequently used airline. This not only increases the relevance of the apps of the 20 airlines when travelling with multiple airlines, but also creates consistency between the different journeys of the customer.
IMPLEMENTATION
In order to deliver the most accurate information possible, several requirements that are important for the well-functioning of Cura were listed. To realize the assistant, it is recommended to initially break the proposition down into a minimum viable product (MVP). Although this version of the assistant wouldn’t yet be able to give intelligent suggestions (based on e.g. personal preferences, time, location and past behavior), it would already fulfill the most urgent needs of the customer: taking away stress and confusion and creating consistency between the different journeys. After this, the recommended improvements will result in a more personalized and complete version of the assistant.
VALUE FOR SKYTEAM AND THE MEMBER AIRLINES
The service increases the customers’ benefit when travelling with the SkyTeam airlines, fosters the loyalty of existing SkyPriority customers and could attract new customers. Moreover, the concept responds to the wish of the member airlines to become more digital, but also allows them to customize and deliver the service as being their own. Worth mentioning is that there currently is no other alliance that offers such a product to its HVCs. Therefore introducing Cura would, as desired, differentiate SkyTeam among highly innovative airlines and alliances. ...
PROBLEM STATEMENT
The resulting challenge for SkyTeam is to develop a proposition for SkyPriority customers that fits the desires of the wide variety of customers and is differentiating among other highly innovative airlines and alliances.
In this graduation project, possible directions for such a proposition are explored.
APPROACH
To gain insights in SkyTeam, extensive research was done on the company, SkyPriority and the industry in which SkyTeam operates. In addition, a case study was performed on one of the member airlines in order to map out the implications of the different types of partnerships and regulations on the customer. To gain insight in the journey of SkyPriority customers, 26 SkyPriority customers were qualitatively interviewed. In addition, 50 SkyPriority customers participated in a quantitative study, based on the ‘Elements of Value’ theory of Almquist et al. (2016). Hereafter, all insights from the customer research analyses were combined and led to the concept of a digital personal assistant. After an iterative process with feedback from the member airlines, multiple evaluation sessions and user testing with a mock-up, the concept was developed into a final proposition: Cura.
SOLUTION
Cura is a digital personal assistant that can be integrated as functionality into the mobile application of the 20 member airlines. It aims to create consistency between journeys with multiple airlines and reduce the experienced stress and hassle when travelling. By automatically collecting upcoming flight-details from the e-mail inbox of the customer, the assistant is able to provide him with the right information at the right time throughout the whole journey. In addition, it shows the customer the privileges he can make use of, taking into account his cabin service, FFP status and the airport he is visiting. By doing so, Cura aligns the customer’s expectations of the trip with the actual experience. Moreover, the assistant can be used regardless of the airline the customer is flying with, as long as it is a SkyTeam airline. As a consequence, the customer doesn’t have to download an extra app, but can keep using the app of his most frequently used airline. This not only increases the relevance of the apps of the 20 airlines when travelling with multiple airlines, but also creates consistency between the different journeys of the customer.
IMPLEMENTATION
In order to deliver the most accurate information possible, several requirements that are important for the well-functioning of Cura were listed. To realize the assistant, it is recommended to initially break the proposition down into a minimum viable product (MVP). Although this version of the assistant wouldn’t yet be able to give intelligent suggestions (based on e.g. personal preferences, time, location and past behavior), it would already fulfill the most urgent needs of the customer: taking away stress and confusion and creating consistency between the different journeys. After this, the recommended improvements will result in a more personalized and complete version of the assistant.
VALUE FOR SKYTEAM AND THE MEMBER AIRLINES
The service increases the customers’ benefit when travelling with the SkyTeam airlines, fosters the loyalty of existing SkyPriority customers and could attract new customers. Moreover, the concept responds to the wish of the member airlines to become more digital, but also allows them to customize and deliver the service as being their own. Worth mentioning is that there currently is no other alliance that offers such a product to its HVCs. Therefore introducing Cura would, as desired, differentiate SkyTeam among highly innovative airlines and alliances.