D.S. Murray-Rust
Please Note
12 records found
1
Bridging the Promise-Reality Gap
Aligning Expectations in the E-commerce AI Agent
Entangled Intelligence
AI-Collaborations for More-than-Human-Centred Approaches to Community-Based Climate Adaptation
This thesis explores the design interventions to disrupt incidental news consumption and foster healthy discourse on social media platforms, particularly X (formerly Twitter). The literature review incorporates interdisciplinary elements, such as recommender systems, echo chambers, EU regulations, and democracy models, providing a comprehensive framework for the study. Insights from stakeholders, including politicians, non-profit organizations, and policy advisors, revealed overlooked aspects and guided the exploration of potential changes to the social media landscape. An in-depth analysis of X's features and issues informed the development of design proposals to introduce frictions in news consumption, aiming to increase exposure diversity and facilitate healthy online discourse. By analyzing qualitative data from stakeholder interviews, provotypes, and the user evaluation session, the research identifies challenges and opportunities in designing interventions.
This thesis provides design recommendations to introduce friction to incidental news consumption on social media and uncovers users’ preferences and concerns about online discussion spaces which aim to foster healthy discourses. In the end, the thesis uses these design recommendations and redesigns the initial design proposals to be able to provide a concept and solidify the recommendations for the future research.
Finally, this thesis advocates for the introduction of frictions into endless social media feeds to bridge echo chambers and enhance the diversity of viewpoints encountered. In other words, this research demonstrates that social media experiences do not always need to be seamless. Thoughtfully introduced frictions can provide moments for reflection and encourage users to engage with a broader range of perspectives, ultimately supporting a more informed and democratic society.
This work represents an initial step towards a more thoughtful and informed social media experience, contributing to a healthier democracy and a better-informed public. While the thesis acknowledges that influencing regulatory change is a long-term endeavor, it hopes to go beyond the scope of the thesis and be an influence to the future regulation practices.
...
This thesis explores the design interventions to disrupt incidental news consumption and foster healthy discourse on social media platforms, particularly X (formerly Twitter). The literature review incorporates interdisciplinary elements, such as recommender systems, echo chambers, EU regulations, and democracy models, providing a comprehensive framework for the study. Insights from stakeholders, including politicians, non-profit organizations, and policy advisors, revealed overlooked aspects and guided the exploration of potential changes to the social media landscape. An in-depth analysis of X's features and issues informed the development of design proposals to introduce frictions in news consumption, aiming to increase exposure diversity and facilitate healthy online discourse. By analyzing qualitative data from stakeholder interviews, provotypes, and the user evaluation session, the research identifies challenges and opportunities in designing interventions.
This thesis provides design recommendations to introduce friction to incidental news consumption on social media and uncovers users’ preferences and concerns about online discussion spaces which aim to foster healthy discourses. In the end, the thesis uses these design recommendations and redesigns the initial design proposals to be able to provide a concept and solidify the recommendations for the future research.
Finally, this thesis advocates for the introduction of frictions into endless social media feeds to bridge echo chambers and enhance the diversity of viewpoints encountered. In other words, this research demonstrates that social media experiences do not always need to be seamless. Thoughtfully introduced frictions can provide moments for reflection and encourage users to engage with a broader range of perspectives, ultimately supporting a more informed and democratic society.
This work represents an initial step towards a more thoughtful and informed social media experience, contributing to a healthier democracy and a better-informed public. While the thesis acknowledges that influencing regulatory change is a long-term endeavor, it hopes to go beyond the scope of the thesis and be an influence to the future regulation practices.
Les_Sons
Product Sound Sketching for Design Education
RoBotanics
Exploring Design for Plant-Hybrid Robots
RoBotanics, the case study in this exploration, focuses on designing an extremely slow-moving swarm of plants that subtly roam public indoor spaces. This way the concept subtly tries to express the passage of time. Plants lack the capacity for verbal communication or auditory perception like humans. Instead, the concept allows the plants to rely on sensing through its leaves. The physical properties of the selected plant, Dypsis Lutescens, allows the plant-hybrid robot to have a large amount of ‘antennae’ (like insects) on all sides. This quality enhances the range of the plant sensor. The plant collects data on human-plant activity, which informs its navigation. This equips plants with subtle autonomy, bringing more liveliness to an otherwise static environment.
The prototype has demonstrated that inattentional blindness allows the plant to quietly navigate shared spaces with humans without causing distraction. Moreover, varying slow speeds affect the plant’s physiological dynamics uniquely, triggering different responses. This case study contributes to the field of human-plant interaction by highlighting the potential for plant-hybrid robots to coexist alongside humans.
...
RoBotanics, the case study in this exploration, focuses on designing an extremely slow-moving swarm of plants that subtly roam public indoor spaces. This way the concept subtly tries to express the passage of time. Plants lack the capacity for verbal communication or auditory perception like humans. Instead, the concept allows the plants to rely on sensing through its leaves. The physical properties of the selected plant, Dypsis Lutescens, allows the plant-hybrid robot to have a large amount of ‘antennae’ (like insects) on all sides. This quality enhances the range of the plant sensor. The plant collects data on human-plant activity, which informs its navigation. This equips plants with subtle autonomy, bringing more liveliness to an otherwise static environment.
The prototype has demonstrated that inattentional blindness allows the plant to quietly navigate shared spaces with humans without causing distraction. Moreover, varying slow speeds affect the plant’s physiological dynamics uniquely, triggering different responses. This case study contributes to the field of human-plant interaction by highlighting the potential for plant-hybrid robots to coexist alongside humans.
The project followed an iterative prototyping method across 4 phases. The Pre-Phase aimed at testing communicative acts with design students using a use case ("CV-Screening") and paper materials. At the same time, it also expected to get insights on the data structure and develop the specific design considerations based on those for the Model-Informed Prototyping (MIP),
Phase 1 explored effective workflows of the digital prototype to present communicative acts by following the design considerations from the Pre-Phase and using the low-fidelity digital prototype in Figma. The use case in this phase was the same as that in the Pre-Phase.
In Phase 2, based on insights from the last two phases, there was a high-fidelity prototype in Figma which was inspired by the user journey map. It was used to assess if the design output achieved the design goals and considerations, and it helped the final test materials work better.
The Final Phase utilizes the refined digital prototype for the final test which had the same goals as that in Phase 2, providing important insights for future development.
The final output of the project is a partial prototype of a digital tool designed to facilitate the early stages of human-AI interaction design. Grounded in the principles of communicative acts and human-centered design, this tool assists designers during the Ideation stage of Design process. It achieves this by visualizing the roles, data, and information involved in the process of information exchange during Human-AI Interactions. The goal is to enhance efficiency and ease in designing these interactions. ...
The project followed an iterative prototyping method across 4 phases. The Pre-Phase aimed at testing communicative acts with design students using a use case ("CV-Screening") and paper materials. At the same time, it also expected to get insights on the data structure and develop the specific design considerations based on those for the Model-Informed Prototyping (MIP),
Phase 1 explored effective workflows of the digital prototype to present communicative acts by following the design considerations from the Pre-Phase and using the low-fidelity digital prototype in Figma. The use case in this phase was the same as that in the Pre-Phase.
In Phase 2, based on insights from the last two phases, there was a high-fidelity prototype in Figma which was inspired by the user journey map. It was used to assess if the design output achieved the design goals and considerations, and it helped the final test materials work better.
The Final Phase utilizes the refined digital prototype for the final test which had the same goals as that in Phase 2, providing important insights for future development.
The final output of the project is a partial prototype of a digital tool designed to facilitate the early stages of human-AI interaction design. Grounded in the principles of communicative acts and human-centered design, this tool assists designers during the Ideation stage of Design process. It achieves this by visualizing the roles, data, and information involved in the process of information exchange during Human-AI Interactions. The goal is to enhance efficiency and ease in designing these interactions.
Participatory Research and Design for Repair of customers’ IKEA furniture
Prolonging the life of IKEA furniture through Creative Repair
Linear models aimed at profit making from the sale of new furniture, have so far prevented exploration of repair in IKEA stores. Subsequently leading to lacking visibility, knowledge, competencies, and resources for repair. While interventions are now being explored, in the form of tests and few examples at IKEA globally, channels for exchange of knowledge and service to customers are limited or yet to be developed.
In terms of customer behaviour for repair various values associated to furniture, from functional, aesthetic, emotional, material, and social, motivate customers to repair their home furniture. Yet highly person and product dependent and oftentimes limited perceived ability, in terms of knowledge, skills and resources for repair of home furniture, prevents people of taking any actions for repair. Furthermore, missing triggers, especially in the face of easily available and affordable new furniture, and high effort, low impact perception of repair leads people to replace rather than repair their furniture.
A participatory approach to include various perspectives relevant for repair, guided the research + design project. Desk research, interviews, front days, and co-creation with various stakeholders from IKEA helped identify the context of repair at IKEA NL. In terms of the infrastructural capacities, shortcomings, and subsequent opportunities for customer-end repair interventions by IKEA. Customer insights were gathered from desk research and further explored through interviews, survey, and co-creation sessions. Pain points, challenges and needs identified for distinct customer personas, enabled conceptualisation and prototyping of repair interventions to prolong the life of IKEA furniture.
Within the scope of this project, customer challenges of missing awareness of resources and overwhelming options for repair were explored alongside their needs for a sense of preparedness, advice, and guidance for repair of home furniture. In-store repair and refurbish activities for customers were explored as prototypes in collaboration with external experts to mitigate the limited repair resources and competencies in the store. The activities explored repair as a creative and social process. These were proposed to inspire, motivate, and enable customers to add value to their IKEA furniture. Creatively repaired products, demonstrations, hands-on engagement, and advice from experts were evaluated to investigate customer experience and desirability of the workshops.
While customer experience was positive and desirability for future workshops was high, yet there is low scope of feasibly and viably operating the workshops in their current format. Prominent challenges included limited dedicated space for and exploration of creative repairs and repaired products for inspiration, as well as many interdependent systems, especially in case of customer engagement and. The prototype workshops revealed a need to develop infrastructure, knowledge and products that are creatively repaired, prior to engaging with customers for knowledge exchange.
An alternate model of in-store repair and refurbish of IKEA furniture is proposed as future recommendation in the form of a visible creative repair hub, hosted by external experts. To enable development of a range of creatively repaired furniture for sale and inspiration, thereby preventing the waste of abundant damaged furniture from showroom and customer returns. A local repair hub in-store and expert collaborations also offer the opportunity to cater to customer repair requests in-stores, or referral to at-home services.
...
Linear models aimed at profit making from the sale of new furniture, have so far prevented exploration of repair in IKEA stores. Subsequently leading to lacking visibility, knowledge, competencies, and resources for repair. While interventions are now being explored, in the form of tests and few examples at IKEA globally, channels for exchange of knowledge and service to customers are limited or yet to be developed.
In terms of customer behaviour for repair various values associated to furniture, from functional, aesthetic, emotional, material, and social, motivate customers to repair their home furniture. Yet highly person and product dependent and oftentimes limited perceived ability, in terms of knowledge, skills and resources for repair of home furniture, prevents people of taking any actions for repair. Furthermore, missing triggers, especially in the face of easily available and affordable new furniture, and high effort, low impact perception of repair leads people to replace rather than repair their furniture.
A participatory approach to include various perspectives relevant for repair, guided the research + design project. Desk research, interviews, front days, and co-creation with various stakeholders from IKEA helped identify the context of repair at IKEA NL. In terms of the infrastructural capacities, shortcomings, and subsequent opportunities for customer-end repair interventions by IKEA. Customer insights were gathered from desk research and further explored through interviews, survey, and co-creation sessions. Pain points, challenges and needs identified for distinct customer personas, enabled conceptualisation and prototyping of repair interventions to prolong the life of IKEA furniture.
Within the scope of this project, customer challenges of missing awareness of resources and overwhelming options for repair were explored alongside their needs for a sense of preparedness, advice, and guidance for repair of home furniture. In-store repair and refurbish activities for customers were explored as prototypes in collaboration with external experts to mitigate the limited repair resources and competencies in the store. The activities explored repair as a creative and social process. These were proposed to inspire, motivate, and enable customers to add value to their IKEA furniture. Creatively repaired products, demonstrations, hands-on engagement, and advice from experts were evaluated to investigate customer experience and desirability of the workshops.
While customer experience was positive and desirability for future workshops was high, yet there is low scope of feasibly and viably operating the workshops in their current format. Prominent challenges included limited dedicated space for and exploration of creative repairs and repaired products for inspiration, as well as many interdependent systems, especially in case of customer engagement and. The prototype workshops revealed a need to develop infrastructure, knowledge and products that are creatively repaired, prior to engaging with customers for knowledge exchange.
An alternate model of in-store repair and refurbish of IKEA furniture is proposed as future recommendation in the form of a visible creative repair hub, hosted by external experts. To enable development of a range of creatively repaired furniture for sale and inspiration, thereby preventing the waste of abundant damaged furniture from showroom and customer returns. A local repair hub in-store and expert collaborations also offer the opportunity to cater to customer repair requests in-stores, or referral to at-home services.
Ethics, Gender, and Agents
The Role of Designers in Conversational Agent Design
By giving verbal reminders and instructions, programmed by their formal and informal caregivers, Tessa gives people back their self-management and autonomy, enabling them to live independently for a longer period of time. Next to this, Tessa can be used by home care organisations to save physical minutes of care, up to 132 minutes per week (Onderzoek En Ervaringen, n.d.). With the staff shortages in the health care sector and the expected rise of people with dementia from 290,000 in 2021 to 620,000 people in 2050 (Alzheimer Nederland, 2021), the use of e-health solutions like Tessa will become increasingly important.
This master thesis consists of two parts. In the first part, a distribution scenario is designed to implement Tessa through GPs, a potential market for Tinybots to target. Currently, Tessa is implemented through home care organisations with the support of their health insurance. From interviews with GPs and their supporting caregivers like POHs and casemanagers, the appropriate scenario was chosen. In this scenario, the general practitioner gives Tessa as an option to their patient and refers them to a home care organisation that implements Tessa. This scenario gives GPs the opportunity to support their dementia patients while maintaining their current role in which they assess the situation and then refer. Due to a limited time per patient, more involvement than that is not feasible. With dementia especially, most care is immediately taken over by the casemanager. Another important factor is the lack of financial support the GP receives. Without this support, affording Tessa is impossible. In home care, there is a higher chance of financial support which is therefore incorporated in the scenario.
In the second part, the focus is on acceptance. Acceptance of help and therefore, acceptance of Tessa is hard. To increase acceptance by this group of people, the perceived usefulness of the product needs to be increased, which is what the second part of this thesis focuses on. To do this, multiple solutions were proposed surrounding themes like increasing autonomy, independence, compatibility, social connectedness, and trialability. Adding the functions of listening to audiobooks and receiving personal voice messages will give Tessa a relative advantage over the current products elderly use and increase perceived usefulness and social connectedness.
In addition, a light version of Tessa in the form of an app to be used on
people’s own devices is proposed as a solution to lower the barrier to accepting Tessa. An app is more subtle, is better compatible with the elderly who use their phone or tablet and who are still living an active life. When dementia progresses and home care is needed, the app evolves into an app that can be used by home care to provide care.
Since material and logistical costs are saved with an app, a free trial can be offered to potential users. With this, the attribute of trialability is used, which can lead to easier adoption of a new product.
In preparation for the launch of the Tessa app version and the new functions, Tinybots needs to prepare a website and information aimed at people with dementia and their informal caregivers instead of care organisations.
By implementing these design changes, Tinybots can implement Tessa through the GP with the proposed distribution scenario. This means they can use Tessa to support people with dementia and their informal caregivers from very early on and for a longer period of time. ...
By giving verbal reminders and instructions, programmed by their formal and informal caregivers, Tessa gives people back their self-management and autonomy, enabling them to live independently for a longer period of time. Next to this, Tessa can be used by home care organisations to save physical minutes of care, up to 132 minutes per week (Onderzoek En Ervaringen, n.d.). With the staff shortages in the health care sector and the expected rise of people with dementia from 290,000 in 2021 to 620,000 people in 2050 (Alzheimer Nederland, 2021), the use of e-health solutions like Tessa will become increasingly important.
This master thesis consists of two parts. In the first part, a distribution scenario is designed to implement Tessa through GPs, a potential market for Tinybots to target. Currently, Tessa is implemented through home care organisations with the support of their health insurance. From interviews with GPs and their supporting caregivers like POHs and casemanagers, the appropriate scenario was chosen. In this scenario, the general practitioner gives Tessa as an option to their patient and refers them to a home care organisation that implements Tessa. This scenario gives GPs the opportunity to support their dementia patients while maintaining their current role in which they assess the situation and then refer. Due to a limited time per patient, more involvement than that is not feasible. With dementia especially, most care is immediately taken over by the casemanager. Another important factor is the lack of financial support the GP receives. Without this support, affording Tessa is impossible. In home care, there is a higher chance of financial support which is therefore incorporated in the scenario.
In the second part, the focus is on acceptance. Acceptance of help and therefore, acceptance of Tessa is hard. To increase acceptance by this group of people, the perceived usefulness of the product needs to be increased, which is what the second part of this thesis focuses on. To do this, multiple solutions were proposed surrounding themes like increasing autonomy, independence, compatibility, social connectedness, and trialability. Adding the functions of listening to audiobooks and receiving personal voice messages will give Tessa a relative advantage over the current products elderly use and increase perceived usefulness and social connectedness.
In addition, a light version of Tessa in the form of an app to be used on
people’s own devices is proposed as a solution to lower the barrier to accepting Tessa. An app is more subtle, is better compatible with the elderly who use their phone or tablet and who are still living an active life. When dementia progresses and home care is needed, the app evolves into an app that can be used by home care to provide care.
Since material and logistical costs are saved with an app, a free trial can be offered to potential users. With this, the attribute of trialability is used, which can lead to easier adoption of a new product.
In preparation for the launch of the Tessa app version and the new functions, Tinybots needs to prepare a website and information aimed at people with dementia and their informal caregivers instead of care organisations.
By implementing these design changes, Tinybots can implement Tessa through the GP with the proposed distribution scenario. This means they can use Tessa to support people with dementia and their informal caregivers from very early on and for a longer period of time.
Enabling Human-In-The-Loop Interpretability Methods of Machine Learning Models
The Case of Bird Species Identification