M.C. Rozendaal
Please Note
26 records found
1
This research challenges the dominant techno-solutionist narrative, arguing that current implementations of PATs often reinforce the very structural inequalities they aim to address. These technologies tend to favour large agribusinesses, often putting farmers at a disadvantage by establishing new dependencies. By emphasising the gap between technological design and the everyday experiences of smallholders, the study reconsiders innovation as a social and systemic problem, rather than merely a technical one.
This thesis investigates how PATs can be reimagined to truly assist small-scale agriculture, drawing on thorough fieldwork and collaboration with farmers. The outcome is CropKit, a modular, open-source agricultural technology ecosystem tailored to meet the unique needs of smallholders. Central to this system is the CropKit Base, a lightweight and compact micro-tractor designed for flexibility and ease of use across various farming conditions. Functioning like a two-wheel tractor, the Base features three levels of autonomous control, allowing farmers to choose the most suitable interface for each task. Its functionality is further enhanced by a variety of modular attachments, which boost its adaptability. Collectively, these elements create a versatile system that integrates physical usability with digital insights, enabling gradual, accessible adoption while empowering farmers to remain autonomous stewards of their land.
Ultimately, this thesis calls for a radical rethinking of how agricultural technologies are conceived and implemented - not as top-down solutions, but as collaborative tools for systemic change. In the face of ecological crisis, it advocates for technologies that serve farmers, not the other way around, and places small-scale farms at the centre of a resilient and sustainable agricultural future. ...
This research challenges the dominant techno-solutionist narrative, arguing that current implementations of PATs often reinforce the very structural inequalities they aim to address. These technologies tend to favour large agribusinesses, often putting farmers at a disadvantage by establishing new dependencies. By emphasising the gap between technological design and the everyday experiences of smallholders, the study reconsiders innovation as a social and systemic problem, rather than merely a technical one.
This thesis investigates how PATs can be reimagined to truly assist small-scale agriculture, drawing on thorough fieldwork and collaboration with farmers. The outcome is CropKit, a modular, open-source agricultural technology ecosystem tailored to meet the unique needs of smallholders. Central to this system is the CropKit Base, a lightweight and compact micro-tractor designed for flexibility and ease of use across various farming conditions. Functioning like a two-wheel tractor, the Base features three levels of autonomous control, allowing farmers to choose the most suitable interface for each task. Its functionality is further enhanced by a variety of modular attachments, which boost its adaptability. Collectively, these elements create a versatile system that integrates physical usability with digital insights, enabling gradual, accessible adoption while empowering farmers to remain autonomous stewards of their land.
Ultimately, this thesis calls for a radical rethinking of how agricultural technologies are conceived and implemented - not as top-down solutions, but as collaborative tools for systemic change. In the face of ecological crisis, it advocates for technologies that serve farmers, not the other way around, and places small-scale farms at the centre of a resilient and sustainable agricultural future.
The painting profession poses significant physical and ergonomic challenges. Painters often carry heavy materials, work in awkward positions, and perform repetitive motions, leading to long-term health problems and dropouts. As a result, the field struggles to attract younger workers, making it necessary to introduce an innovation to reduce the physical workload.
A user-centered design approach was applied to develop an ideal robotic assistant tailored to the needs of painters. By involving painters throughout each phase of the project, the design process ensured the solution closely aligned with their expectations and increased the likelihood of user acceptance. This research explored how a robotic cart could help reduce physical workload, encourage better ergonomic practices, and improve overall efficiency on the job. It also addressed broader challenges in the painting profession, such as weather-dependent task planning and communication within multilingual teams.
Painters from both industrial and residential contexts were involved in the entire design process through interviews, site visits, co-creation sessions, and user evaluations. The project explored various functionalities and forms of the robot, and iteratively developed a concept based on user feedback. Prototypes, sketches, models and other visual tools were used to generate and evaluate ideas.
Early on in the process, interviews revealed that while painters are resistant to robots performing painting tasks, they are open to a supportive robotic assistant. One that stays close by, carries and organises their tools and materials, measures temperature and humidity level and gives weather advice to improve planning their tasks, charges batteries for their electronic devices, lights up the workspace, and helps with communication. The robot should be robust, sleek, easy to use, and visibly present to avoid accidents. Painters wanted to control the behaviour of the robot through simple operating modes like “follow,” “work,” and “park.”. To accommodate different user preferences, the robot can be operated using voice commands or an interactive screen.
The project serves as a solid foundation for a feasible, accepted robotic solution for professional painers. Future work should focus on technical development, interface testing, manufacturability, and business feasibility to move the product toward real-world implementation. ...
The painting profession poses significant physical and ergonomic challenges. Painters often carry heavy materials, work in awkward positions, and perform repetitive motions, leading to long-term health problems and dropouts. As a result, the field struggles to attract younger workers, making it necessary to introduce an innovation to reduce the physical workload.
A user-centered design approach was applied to develop an ideal robotic assistant tailored to the needs of painters. By involving painters throughout each phase of the project, the design process ensured the solution closely aligned with their expectations and increased the likelihood of user acceptance. This research explored how a robotic cart could help reduce physical workload, encourage better ergonomic practices, and improve overall efficiency on the job. It also addressed broader challenges in the painting profession, such as weather-dependent task planning and communication within multilingual teams.
Painters from both industrial and residential contexts were involved in the entire design process through interviews, site visits, co-creation sessions, and user evaluations. The project explored various functionalities and forms of the robot, and iteratively developed a concept based on user feedback. Prototypes, sketches, models and other visual tools were used to generate and evaluate ideas.
Early on in the process, interviews revealed that while painters are resistant to robots performing painting tasks, they are open to a supportive robotic assistant. One that stays close by, carries and organises their tools and materials, measures temperature and humidity level and gives weather advice to improve planning their tasks, charges batteries for their electronic devices, lights up the workspace, and helps with communication. The robot should be robust, sleek, easy to use, and visibly present to avoid accidents. Painters wanted to control the behaviour of the robot through simple operating modes like “follow,” “work,” and “park.”. To accommodate different user preferences, the robot can be operated using voice commands or an interactive screen.
The project serves as a solid foundation for a feasible, accepted robotic solution for professional painers. Future work should focus on technical development, interface testing, manufacturability, and business feasibility to move the product toward real-world implementation.
Industrial workers, particularly painters, face significant health risks due to prolonged exposure to airborne dust and fine particulates. While personal protective equipment (PPE) such as respirators exists, adoption remains low due to discomfort, restricted mobility, and usability challenges. This project aims to develop a wearable air curtain system designed to reduce dust exposure while ensuring seamless integration into daily tasks without interfering with workflow or comfort.
Approach
The research employs a multi-method approach to ensure both technical efficiency and user acceptance. Computational Fluid Dynamics (CFD) simulations are used to optimize nozzle airflow distribution, ensuring maximum dust protection. Power efficiency analysis is conducted to minimize energy consumption while maintaining effective performance. Iterative prototyping and lab testing refine the system’s functionality, weight distribution, and ergonomics to enhance wearability. To evaluate usability, user studies with industrial painters are conducted, incorporating observations, interviews, and wearability trials to assess comfort and practicality in real-world settings. Additionally, the design is guided by and evaluated with PPE safety regulations, including CE standards, to ensure alignment with industry safety benchmarks.
Results
Findings from CFD simulations and real-world testing will inform nozzle geometry improvements, while user feedback will drive ergonomic refinements. By integrating technical validation with human-centered design, this project aims to create a practical, market-ready air curtain PPE solution that enhances worker safety, comfort, and adoption, ultimately improving protection against hazardous dust in industrial environments. ...
Industrial workers, particularly painters, face significant health risks due to prolonged exposure to airborne dust and fine particulates. While personal protective equipment (PPE) such as respirators exists, adoption remains low due to discomfort, restricted mobility, and usability challenges. This project aims to develop a wearable air curtain system designed to reduce dust exposure while ensuring seamless integration into daily tasks without interfering with workflow or comfort.
Approach
The research employs a multi-method approach to ensure both technical efficiency and user acceptance. Computational Fluid Dynamics (CFD) simulations are used to optimize nozzle airflow distribution, ensuring maximum dust protection. Power efficiency analysis is conducted to minimize energy consumption while maintaining effective performance. Iterative prototyping and lab testing refine the system’s functionality, weight distribution, and ergonomics to enhance wearability. To evaluate usability, user studies with industrial painters are conducted, incorporating observations, interviews, and wearability trials to assess comfort and practicality in real-world settings. Additionally, the design is guided by and evaluated with PPE safety regulations, including CE standards, to ensure alignment with industry safety benchmarks.
Results
Findings from CFD simulations and real-world testing will inform nozzle geometry improvements, while user feedback will drive ergonomic refinements. By integrating technical validation with human-centered design, this project aims to create a practical, market-ready air curtain PPE solution that enhances worker safety, comfort, and adoption, ultimately improving protection against hazardous dust in industrial environments.
Initiated with an interest in the growth of MR and robotic automation, the research examines how MR might bridge the gap between user satisfaction and the increasing robot implementation in automating tasks execution. While automation streamlines repetitive or labour-intensive tasks, it often removes aspects that contribute to user engagement and job satisfaction. MR, as an immersive and interactive tool, offers a promising solution to enabling users to control and collaborate with robots in a more intuitive and meaningful way.
The project is built around the research question: “How can a unilateral vision-based control system, implemented through a Mixed Reality headset, enable telemanipulation of a robotic arm for crafting purposes, without disrupting the user’s experience and performance?”
The study defines MR’s unique potential for HRI by leveraging vision-based hand-tracking to control a robotic arm, specifically in a crafting task. A prototype was developed to explore the interaction dynamics, using, due to technical constraints, virtual reality to simulate the MR interaction and the robot The primary goal was to design an interaction system that offers full control of spatial navigation and force application, allowing the direct and real-time adjustments essential to a crafting task.
The iterative design process involved testing multiple prototypes with users, identifying challenges and the experience in relation to craftsmanship. Key issues identified included difficulty in manipulating the robot precisely, due to the absence of haptic feedback, limited visual depth awareness, and a reliance on visual-only feedback, which, while informative, have a low robustness and clutters the user interface. These findings lead to the design of three revised prototypes with various constraint levels, one with full user autonomy, one with low constraints and a one highly constrained, to test the impact on user experience and task effectiveness and find the right balance between user control and ease of manipulation.
The results indicate that the low-constraint system provided the most positive user experience, finding the right balance between user control and guidance while maintaining the essential qualities of craftsmanship. Although MR offers a viable framework for enhancing user experience in HRI, the research highlights limitations in replicating the experience of real-world crafting. The study concludes by recommending that future MR applications should leverage MR’s unique qualities, rather than simply mimicking traditional crafting qualities, to foster novel, user-centred interactions.
...
Initiated with an interest in the growth of MR and robotic automation, the research examines how MR might bridge the gap between user satisfaction and the increasing robot implementation in automating tasks execution. While automation streamlines repetitive or labour-intensive tasks, it often removes aspects that contribute to user engagement and job satisfaction. MR, as an immersive and interactive tool, offers a promising solution to enabling users to control and collaborate with robots in a more intuitive and meaningful way.
The project is built around the research question: “How can a unilateral vision-based control system, implemented through a Mixed Reality headset, enable telemanipulation of a robotic arm for crafting purposes, without disrupting the user’s experience and performance?”
The study defines MR’s unique potential for HRI by leveraging vision-based hand-tracking to control a robotic arm, specifically in a crafting task. A prototype was developed to explore the interaction dynamics, using, due to technical constraints, virtual reality to simulate the MR interaction and the robot The primary goal was to design an interaction system that offers full control of spatial navigation and force application, allowing the direct and real-time adjustments essential to a crafting task.
The iterative design process involved testing multiple prototypes with users, identifying challenges and the experience in relation to craftsmanship. Key issues identified included difficulty in manipulating the robot precisely, due to the absence of haptic feedback, limited visual depth awareness, and a reliance on visual-only feedback, which, while informative, have a low robustness and clutters the user interface. These findings lead to the design of three revised prototypes with various constraint levels, one with full user autonomy, one with low constraints and a one highly constrained, to test the impact on user experience and task effectiveness and find the right balance between user control and ease of manipulation.
The results indicate that the low-constraint system provided the most positive user experience, finding the right balance between user control and guidance while maintaining the essential qualities of craftsmanship. Although MR offers a viable framework for enhancing user experience in HRI, the research highlights limitations in replicating the experience of real-world crafting. The study concludes by recommending that future MR applications should leverage MR’s unique qualities, rather than simply mimicking traditional crafting qualities, to foster novel, user-centred interactions.
Testing with a concept prototype of Fizzy demonstrated its effectiveness in mediating engagement, promoting classroom rules and promoting skill development across multiple domains. A documented library of behaviours with the card set provides empirical data on how therapists used Fizzy, the therapeutic value it brought to activities, and children’s reactions to having Fizzy in those activities, offering insights for future research and design.
The ethnographic studies led to the development of Fizzy EDU—a comprehensive service system concept consisting of a hub, fizzy the ball, a remote, and an app. This evolution from the initial prototype to Fizzy EDU underscores the importance of adaptable technology that meets the specific needs of its users while highlighting Fizzy’s varying roles in cognitive, physical, and social tasks. Fizzy EDU offers a direct alignment with educational and therapeutic objectives, making it a promising tool for special education settings. ...
Testing with a concept prototype of Fizzy demonstrated its effectiveness in mediating engagement, promoting classroom rules and promoting skill development across multiple domains. A documented library of behaviours with the card set provides empirical data on how therapists used Fizzy, the therapeutic value it brought to activities, and children’s reactions to having Fizzy in those activities, offering insights for future research and design.
The ethnographic studies led to the development of Fizzy EDU—a comprehensive service system concept consisting of a hub, fizzy the ball, a remote, and an app. This evolution from the initial prototype to Fizzy EDU underscores the importance of adaptable technology that meets the specific needs of its users while highlighting Fizzy’s varying roles in cognitive, physical, and social tasks. Fizzy EDU offers a direct alignment with educational and therapeutic objectives, making it a promising tool for special education settings.
The research focused on two main questions: how to design robot movement to facilitate essential interaction and collaboration qualities during dining experiences, and how to craft these movements using a dramaturgic performative approach. The project employed methodologies like speculative enactment and Extended Reality (XR) experiments to explore and evaluate robot movements. These methods allowed for creative ideation and assessments of the robot’s movements in simulated dining scenarios.
The project’s findings revealed that specific robot movements, including refined presence, prompted actions, and engaging addresses, significantly enhance the experience of guests, staff, and managers of the hotel restaurant. The robot’s role was envisioned as an ‘Ensemblist,’ a term encapsulating its function as an integral yet unobtrusive participant in the fine dining scene. This role demands the robot be ‘response-able,’ adapting to the fine dining rhythm. Furthermore, the project’s performative approach illuminated methods to design the robot’s movement as expressively meaningful and contextually appropriate. Methodological reflections revealed the effectiveness of speculative enactment and XR experiments in capturing the complexities of human-robot interactions, though suggesting future improvements in prototype fidelity, participant diversity, and advanced data treatment.
This project contributes to the field of HRI in hospitality, bridging theoretical concepts with practical applications. It lays the groundwork for future research in service robot design, emphasizing the need for nuanced interaction designs that resonate with human users in the hospitality sector. ...
The research focused on two main questions: how to design robot movement to facilitate essential interaction and collaboration qualities during dining experiences, and how to craft these movements using a dramaturgic performative approach. The project employed methodologies like speculative enactment and Extended Reality (XR) experiments to explore and evaluate robot movements. These methods allowed for creative ideation and assessments of the robot’s movements in simulated dining scenarios.
The project’s findings revealed that specific robot movements, including refined presence, prompted actions, and engaging addresses, significantly enhance the experience of guests, staff, and managers of the hotel restaurant. The robot’s role was envisioned as an ‘Ensemblist,’ a term encapsulating its function as an integral yet unobtrusive participant in the fine dining scene. This role demands the robot be ‘response-able,’ adapting to the fine dining rhythm. Furthermore, the project’s performative approach illuminated methods to design the robot’s movement as expressively meaningful and contextually appropriate. Methodological reflections revealed the effectiveness of speculative enactment and XR experiments in capturing the complexities of human-robot interactions, though suggesting future improvements in prototype fidelity, participant diversity, and advanced data treatment.
This project contributes to the field of HRI in hospitality, bridging theoretical concepts with practical applications. It lays the groundwork for future research in service robot design, emphasizing the need for nuanced interaction designs that resonate with human users in the hospitality sector.
Immersive Spatial Experience
The development of a novel assistive technology for dynamic spatial environment perception for the visually impaired
The initial research phase seeked to understand the needs and challenges in mobility faced by VIPs, both from a functional point of view, focusing on wayfinding and orientation, and on a psychosocial level, focusing on emotional and experiential needs that derive from the process. It was found that the absence of the visual sense significantly limits VIPs’ ability to overview and comprehend their surroundings, hindering their orientation and use of distant environmental reference for movement, resulting in the reliance on physical guidelines. Reduced awareness of potential hazards and complicated wayfinding often leads focus the functional aspects of mobility. They experience a vigilant, alert state of mind, focusing mainly on avoiding risks and not losing their way. This intense focus diminishes engagement with the broader environment and leads VIPs to stick to familiar areas. Such limitations impact their independence but also their connection with society.
The review of current assistive solutions reveals that they primarily concentrate on similar functional aspects of mobility, using interface technologies that fall short in significantly enhancing environmental awareness and reducing the perceived lack of environmental awareness.
This gap highlights the need for assistive technologies that focus not only on wayfinding and navigation but also on these experiential aspects. The project proposes a multidimensional, spatial interface technology akin to conventional tactile maps but of dynamic nature, is capable of real-time updates based on the actual environment, moves along with the user and subsequently is able to display non-static and small-scale environmental elements. This dynamic tactile map aims to provide a deeper sense of environmental awareness and understanding.
In the subsequent research-through-design phase, a prototype of the conceptual product, that provides a dynamic top-view map of the environment on an electronic braille screen, is put to the test. Despite highlighting the potential of this conceptual direction for spatial understanding, orientation and free, confident movement, the experiment reveals significant requirements for improvement of the interface and environmental mapping technologies.
The final design, “Immersive Spatial Awareness,” features an improved interface with in the form of a haptic augmented reality system that enables a dynamic 360° 3D perception of the environment, primarily through touch, but supplemented with multisensory elements. While significant technological development and Human-Centred-Design is required to realise this visionary concept, the applied technologies are grounded in actual research and existing technologies that see rapid development, highlighting the realistic potential of the concept. The design is supplemented with a roadmap that details and presents the development process towards the successful application of this technology. ...
The initial research phase seeked to understand the needs and challenges in mobility faced by VIPs, both from a functional point of view, focusing on wayfinding and orientation, and on a psychosocial level, focusing on emotional and experiential needs that derive from the process. It was found that the absence of the visual sense significantly limits VIPs’ ability to overview and comprehend their surroundings, hindering their orientation and use of distant environmental reference for movement, resulting in the reliance on physical guidelines. Reduced awareness of potential hazards and complicated wayfinding often leads focus the functional aspects of mobility. They experience a vigilant, alert state of mind, focusing mainly on avoiding risks and not losing their way. This intense focus diminishes engagement with the broader environment and leads VIPs to stick to familiar areas. Such limitations impact their independence but also their connection with society.
The review of current assistive solutions reveals that they primarily concentrate on similar functional aspects of mobility, using interface technologies that fall short in significantly enhancing environmental awareness and reducing the perceived lack of environmental awareness.
This gap highlights the need for assistive technologies that focus not only on wayfinding and navigation but also on these experiential aspects. The project proposes a multidimensional, spatial interface technology akin to conventional tactile maps but of dynamic nature, is capable of real-time updates based on the actual environment, moves along with the user and subsequently is able to display non-static and small-scale environmental elements. This dynamic tactile map aims to provide a deeper sense of environmental awareness and understanding.
In the subsequent research-through-design phase, a prototype of the conceptual product, that provides a dynamic top-view map of the environment on an electronic braille screen, is put to the test. Despite highlighting the potential of this conceptual direction for spatial understanding, orientation and free, confident movement, the experiment reveals significant requirements for improvement of the interface and environmental mapping technologies.
The final design, “Immersive Spatial Awareness,” features an improved interface with in the form of a haptic augmented reality system that enables a dynamic 360° 3D perception of the environment, primarily through touch, but supplemented with multisensory elements. While significant technological development and Human-Centred-Design is required to realise this visionary concept, the applied technologies are grounded in actual research and existing technologies that see rapid development, highlighting the realistic potential of the concept. The design is supplemented with a roadmap that details and presents the development process towards the successful application of this technology.
Speculating DATA-DRIVEN SHARED Decision Making in The Future of healthcare
Designing a data-driven Decision Support Tool (DST) for Oncology (Melanoma)
In such scenarios, the indispensable role of decision support tools (DSTs) becomes apparent. These invaluable resources aid both patients and healthcare professionals in selecting the optimal treatment option by carefully considering the risks and benefits involved. DSTs play a vital role in empowering individuals to make well-informed decisions by providing relevant information and facilitating comprehensive analysis. These tools enable the evaluation of various treatment options or potential outcomes. Some DSTs are data-driven, relying on prognostic algorithms. By utilizing analytical methods and algorithms on clinical data, they can offer predictions on survival rates, chances of recurrence, and estimated quality of life, particularly in diseases such as cancer.
Although data scientists have worked consistently to develop algorithms and guarantee the validity of the data used, there has been a noticeable lack of focus on defining the qualities of appropriate interaction with decision support tools. Numerous critical aspects remain unclear, such as identifying the appropriate qualities of interaction with a DST, determining the optimal delivery method for these tools, determining the optimal point in the care path to introduce them, specifying the relevant data to be provided to the DST, and deciding what information should be delivered to empower patients in their decision-making process. Furthermore, the integration and practical implementation of DSTs within the time limitations and complex dynamics of the medical context have been widely disregarded.
In this graduation project, we adopt a speculative design perspective to explore the future of data-driven healthcare. We aim to imagine how DSTs can become meaningful and sustainable components of the care path. Through a process of futurology, we envision an alternative future (or present) to contribute to the doctor and patient (as human actors) seeing the DST (the non-human actor) literally as partners in making decisions. ...
In such scenarios, the indispensable role of decision support tools (DSTs) becomes apparent. These invaluable resources aid both patients and healthcare professionals in selecting the optimal treatment option by carefully considering the risks and benefits involved. DSTs play a vital role in empowering individuals to make well-informed decisions by providing relevant information and facilitating comprehensive analysis. These tools enable the evaluation of various treatment options or potential outcomes. Some DSTs are data-driven, relying on prognostic algorithms. By utilizing analytical methods and algorithms on clinical data, they can offer predictions on survival rates, chances of recurrence, and estimated quality of life, particularly in diseases such as cancer.
Although data scientists have worked consistently to develop algorithms and guarantee the validity of the data used, there has been a noticeable lack of focus on defining the qualities of appropriate interaction with decision support tools. Numerous critical aspects remain unclear, such as identifying the appropriate qualities of interaction with a DST, determining the optimal delivery method for these tools, determining the optimal point in the care path to introduce them, specifying the relevant data to be provided to the DST, and deciding what information should be delivered to empower patients in their decision-making process. Furthermore, the integration and practical implementation of DSTs within the time limitations and complex dynamics of the medical context have been widely disregarded.
In this graduation project, we adopt a speculative design perspective to explore the future of data-driven healthcare. We aim to imagine how DSTs can become meaningful and sustainable components of the care path. Through a process of futurology, we envision an alternative future (or present) to contribute to the doctor and patient (as human actors) seeing the DST (the non-human actor) literally as partners in making decisions.
The scope of the project is to deliver a conceptual instruction-based cooking tool that utilizes Artificial Intelligence. While designing the solution, speculative design methods are considered in order to design for the near future. It is designed for a future where tasks in recipe instructions can be used more flexibly in digital products and Human Activity Recognition can accurately recognize complex cooking actions with mobile devices. The design solution has been created for a company called Verdify. Verdify is a food tech company with products that aim to allow users to achieve fully personalized nutrition. Swapmeals is their recipe platform that allows users to swap ingredients to fit their dietary needs while adjusting instructions accordingly and maintaining flavour profiles. The design solution aims to ultimately live on this recipe platform. The project is executed with a User-centered Design approach which involves end-users in the design process in order for them to have an impact on their final product.
The users were observed while cooking with instructions in order to understand the pain points that should be designed for. The most prevalent and significant themes that emerged from the study were that users experience cognitive overload while cooking and often experience uncertainty in the cooking process.
Academic design solutions and commercial products for hands-free instruction-based cooking were reviewed to understand which issues, discovered in the context research, have not been designed for. This gap is used to specify design requirements. The requirements specify that the design solution should allow home-cooks to use recipe instructions in a way that is hands-free, non-linear, informative, and that minimally interrupts the cooking flow along with reducing their cognitive load and the associated negative emotions. The solution is also required to allow the user to mainly focus on the task at hand; the device should manage the remaining responsibilities. Lastly, the research discovered that the design solution should create the experience of cooking a new recipe similarly to how one would cook a familiar recipe.
Solutions were explored that meet the specified requirements. The exploration led to 2 contrasting concepts that aim to improve instruction-based cooking in a familiar textual manner and an innovative experiential manner. These 2 concepts were tested with users in order to compare the newly defined interaction methods and understand which interactions are desired in the various moments of the cooking process. The results generated an iterated list of requirements to be applied to the final design.
Lastly, a conceptual instruction-based cooking design solution was introduced; a user interface that utilizes Human Activity Recognition for user-to-product communication. The tool adopts the cognitive load from its users by managing timing and their progression while adjusting to the user’s autonomous adaptations to the recipe. The design solution is an interactive, hands-free, and informative recipe instruction solution. It allows home-cooks to let go of keeping an overview of the cooking process and instead solely focus on the task at hand, allowing cooking to be a worry-free and enjoyable activity for even the tensest home-cooks. ...
The scope of the project is to deliver a conceptual instruction-based cooking tool that utilizes Artificial Intelligence. While designing the solution, speculative design methods are considered in order to design for the near future. It is designed for a future where tasks in recipe instructions can be used more flexibly in digital products and Human Activity Recognition can accurately recognize complex cooking actions with mobile devices. The design solution has been created for a company called Verdify. Verdify is a food tech company with products that aim to allow users to achieve fully personalized nutrition. Swapmeals is their recipe platform that allows users to swap ingredients to fit their dietary needs while adjusting instructions accordingly and maintaining flavour profiles. The design solution aims to ultimately live on this recipe platform. The project is executed with a User-centered Design approach which involves end-users in the design process in order for them to have an impact on their final product.
The users were observed while cooking with instructions in order to understand the pain points that should be designed for. The most prevalent and significant themes that emerged from the study were that users experience cognitive overload while cooking and often experience uncertainty in the cooking process.
Academic design solutions and commercial products for hands-free instruction-based cooking were reviewed to understand which issues, discovered in the context research, have not been designed for. This gap is used to specify design requirements. The requirements specify that the design solution should allow home-cooks to use recipe instructions in a way that is hands-free, non-linear, informative, and that minimally interrupts the cooking flow along with reducing their cognitive load and the associated negative emotions. The solution is also required to allow the user to mainly focus on the task at hand; the device should manage the remaining responsibilities. Lastly, the research discovered that the design solution should create the experience of cooking a new recipe similarly to how one would cook a familiar recipe.
Solutions were explored that meet the specified requirements. The exploration led to 2 contrasting concepts that aim to improve instruction-based cooking in a familiar textual manner and an innovative experiential manner. These 2 concepts were tested with users in order to compare the newly defined interaction methods and understand which interactions are desired in the various moments of the cooking process. The results generated an iterated list of requirements to be applied to the final design.
Lastly, a conceptual instruction-based cooking design solution was introduced; a user interface that utilizes Human Activity Recognition for user-to-product communication. The tool adopts the cognitive load from its users by managing timing and their progression while adjusting to the user’s autonomous adaptations to the recipe. The design solution is an interactive, hands-free, and informative recipe instruction solution. It allows home-cooks to let go of keeping an overview of the cooking process and instead solely focus on the task at hand, allowing cooking to be a worry-free and enjoyable activity for even the tensest home-cooks.
NavAware
Data-centric design of a user-aware navigation agent for blind mobility
This thesis explores this topic in the context of pedestrian mobility. More specifically, outdoor mobility for people with vision impairments. When people with vision impairments travel, they must process an extensive amount of spatial information without relying on their vision. How can an agent partner with these users to make this process less demanding and thus, make it easier for people with vision impairments to travel independently?
Combining these two visions, this thesis focuses on uncovering the problem areas, information needs, and desires of PVIs traveling outdoors by leveraging behavioral data. Two main user studies, both involving different types of behavioral data have been explored.
Based on the exploratory research, in which physiological data was collected, two behavioral states, ‘following’ and ‘reorienting’, were identified. These two states also reflected the PVI's mental state, moments of ease, and moments of uncertainty. This inspired the initial idea for a user-aware navigation agent, which could announce different types of data depending on whether the user was ‘following’ a route or ‘reorienting’ on the route.
In the evaluative research, the agent’s capability to detect the two states was tested by training a machine learning algorithm. In addition, a second evaluative user study was conducted to test the hypothesis of the information needs in the ‘following’ and ‘reorienting‘ states. The study setup was designed to generate a new type of behavioral data, which consists of the location users requested additional information. Thus, the user needs were quantified.
This kind of behavioral data; one that embeds rich information about the user needs, becomes the building block of future prototypes of the user-aware navigation agent. Those iterations will then produce more data that embed further insights. This positive feedback cycle will be key to keeping the PVIs constantly in the product development loop and hopefully, result in a navigation agent that allows PVIs to easily travel safely and independently.
...
This thesis explores this topic in the context of pedestrian mobility. More specifically, outdoor mobility for people with vision impairments. When people with vision impairments travel, they must process an extensive amount of spatial information without relying on their vision. How can an agent partner with these users to make this process less demanding and thus, make it easier for people with vision impairments to travel independently?
Combining these two visions, this thesis focuses on uncovering the problem areas, information needs, and desires of PVIs traveling outdoors by leveraging behavioral data. Two main user studies, both involving different types of behavioral data have been explored.
Based on the exploratory research, in which physiological data was collected, two behavioral states, ‘following’ and ‘reorienting’, were identified. These two states also reflected the PVI's mental state, moments of ease, and moments of uncertainty. This inspired the initial idea for a user-aware navigation agent, which could announce different types of data depending on whether the user was ‘following’ a route or ‘reorienting’ on the route.
In the evaluative research, the agent’s capability to detect the two states was tested by training a machine learning algorithm. In addition, a second evaluative user study was conducted to test the hypothesis of the information needs in the ‘following’ and ‘reorienting‘ states. The study setup was designed to generate a new type of behavioral data, which consists of the location users requested additional information. Thus, the user needs were quantified.
This kind of behavioral data; one that embeds rich information about the user needs, becomes the building block of future prototypes of the user-aware navigation agent. Those iterations will then produce more data that embed further insights. This positive feedback cycle will be key to keeping the PVIs constantly in the product development loop and hopefully, result in a navigation agent that allows PVIs to easily travel safely and independently.
Design of an external communication system for expressive automated vehicles
Enabling automation transparency in future urban traffic
In order to approach the problem, an iterative design process was followed to identify the best communication modalities and modes to be included in a final flexible and multimodal eHMI design, showing the potential of abstract light patterns and dynamic projections to enable AV transparency. The final design was evaluated through a video-based experiment in which participants were exposed to a baseline condition and the same scenario with the addition of the eHMI. This evaluation showed an improvement in the experience qualities evaluated in the presence of the eHMI designed, showing overall desirability and pointing out simplicity and flexibility as crucial qualities to design external communication systems. ...
In order to approach the problem, an iterative design process was followed to identify the best communication modalities and modes to be included in a final flexible and multimodal eHMI design, showing the potential of abstract light patterns and dynamic projections to enable AV transparency. The final design was evaluated through a video-based experiment in which participants were exposed to a baseline condition and the same scenario with the addition of the eHMI. This evaluation showed an improvement in the experience qualities evaluated in the presence of the eHMI designed, showing overall desirability and pointing out simplicity and flexibility as crucial qualities to design external communication systems.
Informed by several inspiring design frameworks or theories (e.g. design for appropriation, end-user development, ambiguity in design, meta-design), the author proposed design for openness as a potential design strategy to address the first tension (chapter 5 prologue). What is so powerful about ‘openness’ in design is its potential to satiate various needs over time, in the meanwhile, promote autonomy in users. A theoretical model is theorized to provide firm design handles (chapter 5 prologue). Next, co-speculation sessions are conducted to gather situated knowledge and to experiment with the idea of design for openness (chapter 5). Findings from the sessions reveal the potential risk of leaving the design completely open: ineffective appropriation caused by misalignment between use and design (chapter 5). How to lower the seemingly paradoxical misalignment between design and use while still maintain the openness in design becomes the focus of the rest this research (tension 2) (chapter 5).
A concept artifact is crafted as an explorative attempt to address the misalignment between use and design (chapter 6). Next, the evaluation of the concept artifact is conducted which results in rich design implications (chapter 7). Insights from the evaluation sessions also help further develop the theoretical model (chapter 8). An alternative design process that's different from the traditional one is put forward and limitations are discussed and directions for future research are sketched out (chapter 8). The report closes by reflecting on the whole project and summarizing the main contributions of this project (chapter 9).
...
Informed by several inspiring design frameworks or theories (e.g. design for appropriation, end-user development, ambiguity in design, meta-design), the author proposed design for openness as a potential design strategy to address the first tension (chapter 5 prologue). What is so powerful about ‘openness’ in design is its potential to satiate various needs over time, in the meanwhile, promote autonomy in users. A theoretical model is theorized to provide firm design handles (chapter 5 prologue). Next, co-speculation sessions are conducted to gather situated knowledge and to experiment with the idea of design for openness (chapter 5). Findings from the sessions reveal the potential risk of leaving the design completely open: ineffective appropriation caused by misalignment between use and design (chapter 5). How to lower the seemingly paradoxical misalignment between design and use while still maintain the openness in design becomes the focus of the rest this research (tension 2) (chapter 5).
A concept artifact is crafted as an explorative attempt to address the misalignment between use and design (chapter 6). Next, the evaluation of the concept artifact is conducted which results in rich design implications (chapter 7). Insights from the evaluation sessions also help further develop the theoretical model (chapter 8). An alternative design process that's different from the traditional one is put forward and limitations are discussed and directions for future research are sketched out (chapter 8). The report closes by reflecting on the whole project and summarizing the main contributions of this project (chapter 9).
The making of a smart pillow
Designing an object with intent through a data-enabled design process
Noticing Grippy
Exploring vibration noticeability in the context of a wearable coping aid
Playscapes
Creating Space for Young Children's Physical Activity and Play