W. Schermer
Please Note
9 records found
1
Opening Doors
Restoring Place Attachment in the Old City Centre of Amsterdam
Amsterdammers are experiencing a disconnection with the city centre and through the domain of Sense of Place, this disruption in place attachment is analysed. Crowdedness and over-tourism in the old city centre have placed so much pressure on Amsterdam that many inhabitants now consider the area unlivable, leading them to avoid it. The centre has increasingly become dominated by standardized “non-places,” like waffle and Nutella shops, resulting in a monofunctionality. However, this tourist monoculture is merely a perception rather than the actual reality of the neighbourhood. The Warmoes Biennale (the client of this thesis) was initiated to prove that the old city centre still has a real, living local soul underneath the tourist crowds. Through examining and interviewing Warmoes Biennale visitors, it was shown that the Biennale successfully creates a reason for Amsterdammers to visit the city centre and shows the social cohesion of the neighbourhood, elements that were important to incorporate into the final design.
Different generative research methods were utilized to examine the personal history Amsterdammers have with the city. This research shows that while locals feel a disconnection when forced to be part of big crowds, they can feel connected again when they take a step back and become an observer instead of a participant. Because the centre has lost its function as a daily “living room,” the project focuses on supporting local “anchor points”, unique places characterized by consistency and continuity. By helping Amsterdammers feel a sense of responsibility over these places, the design aims to help Amsterdammers discover their place in the old city centre and shift from feeling like a “guest” to feeling like they are a part of the area.
Through an iterative design process involving brainstorming, sketching, and low-fidelity prototyping, the final concept was shaped and refined. The resulting final concept, “Warmoes Stories,” uncovers the hidden narratives behind the closed doors of Amsterdam’s old city centre through an interactive audio tour. By carefully choosing unique places that are actually owned by locals, the design uses authentic narrations from the owners themselves to give users a clear purpose to enter and experience first hand why these spots need their support. Evaluation sessions with high-fidelity prototypes proved that the design successfully lowers the threshold to enter intimidating or unknown spaces by providing prior knowledge. Most importantly, “Warmoes Stories” acts as a successful mental buffer against the chaos that is almost always present in the old city centre, allowing Amsterdammers to maintain a clear purpose while wandering around, exploring the spots. ...
Amsterdammers are experiencing a disconnection with the city centre and through the domain of Sense of Place, this disruption in place attachment is analysed. Crowdedness and over-tourism in the old city centre have placed so much pressure on Amsterdam that many inhabitants now consider the area unlivable, leading them to avoid it. The centre has increasingly become dominated by standardized “non-places,” like waffle and Nutella shops, resulting in a monofunctionality. However, this tourist monoculture is merely a perception rather than the actual reality of the neighbourhood. The Warmoes Biennale (the client of this thesis) was initiated to prove that the old city centre still has a real, living local soul underneath the tourist crowds. Through examining and interviewing Warmoes Biennale visitors, it was shown that the Biennale successfully creates a reason for Amsterdammers to visit the city centre and shows the social cohesion of the neighbourhood, elements that were important to incorporate into the final design.
Different generative research methods were utilized to examine the personal history Amsterdammers have with the city. This research shows that while locals feel a disconnection when forced to be part of big crowds, they can feel connected again when they take a step back and become an observer instead of a participant. Because the centre has lost its function as a daily “living room,” the project focuses on supporting local “anchor points”, unique places characterized by consistency and continuity. By helping Amsterdammers feel a sense of responsibility over these places, the design aims to help Amsterdammers discover their place in the old city centre and shift from feeling like a “guest” to feeling like they are a part of the area.
Through an iterative design process involving brainstorming, sketching, and low-fidelity prototyping, the final concept was shaped and refined. The resulting final concept, “Warmoes Stories,” uncovers the hidden narratives behind the closed doors of Amsterdam’s old city centre through an interactive audio tour. By carefully choosing unique places that are actually owned by locals, the design uses authentic narrations from the owners themselves to give users a clear purpose to enter and experience first hand why these spots need their support. Evaluation sessions with high-fidelity prototypes proved that the design successfully lowers the threshold to enter intimidating or unknown spaces by providing prior knowledge. Most importantly, “Warmoes Stories” acts as a successful mental buffer against the chaos that is almost always present in the old city centre, allowing Amsterdammers to maintain a clear purpose while wandering around, exploring the spots.
Irrigating Tree Nurseries in Northern Ghana
A toolkit for growing tree seedlings with less water and zero fuel, using solar power and gravity
This project was conducted in collaboration with Vitara, a Ghanaian-Dutch social enterprise focused on agroforestry and women's economic empowerment. The aim was to identify the primary causes of nursery underperformance and develop a scalable, context-appropriate solution. Six weeks of fieldwork and fifteen expert interviews across multiple nursery sites revealed that water management, rather than shading infrastructure, was the dominant factor influencing nursery performance. Northern Ghana faces not an absolute lack of water, but a lack of water management in the dry season. This insight became the foundation for the design process.
The resulting design is a modular gravity-fed irrigation system constructed from locally available materials. Water is pumped from a nearby dam into elevated polytanks using solar energy and distributed through a fixed irrigation network during the night. This approach reduces evaporation losses, lowers labour requirements, and provides more reliable irrigation throughout the dry season. The proposed pilot module supports approximately 25,000 seedlings and is designed to be replicated and expanded in parallel.
The final outcome is a practical implementation toolkit that translates the research findings and design decisions into an accessible guide for piloting, evaluation, and future scaling. By combining technical feasibility with local operational realities, the project provides a pathway towards more resilient nursery systems capable of supporting large-scale landscape restoration in Northern Ghana.
...
This project was conducted in collaboration with Vitara, a Ghanaian-Dutch social enterprise focused on agroforestry and women's economic empowerment. The aim was to identify the primary causes of nursery underperformance and develop a scalable, context-appropriate solution. Six weeks of fieldwork and fifteen expert interviews across multiple nursery sites revealed that water management, rather than shading infrastructure, was the dominant factor influencing nursery performance. Northern Ghana faces not an absolute lack of water, but a lack of water management in the dry season. This insight became the foundation for the design process.
The resulting design is a modular gravity-fed irrigation system constructed from locally available materials. Water is pumped from a nearby dam into elevated polytanks using solar energy and distributed through a fixed irrigation network during the night. This approach reduces evaporation losses, lowers labour requirements, and provides more reliable irrigation throughout the dry season. The proposed pilot module supports approximately 25,000 seedlings and is designed to be replicated and expanded in parallel.
The final outcome is a practical implementation toolkit that translates the research findings and design decisions into an accessible guide for piloting, evaluation, and future scaling. By combining technical feasibility with local operational realities, the project provides a pathway towards more resilient nursery systems capable of supporting large-scale landscape restoration in Northern Ghana.
StemSense
A Tangible Toolkit for Pediatric Stem Cell Conversations
This study researched the factors that cause heat stress, and potential measures that could reduce this effectively. With a computer simulation that calculated heat flows for a cell in PI Zutphen, these measures are carefully compared to one another. The simulation incorporated technical and human factors, calculating both true temperature as perceived temperature. This way, all heat flows are tracked and show insights on different solution approached to cool down the detainees or the cell.
Reducing incoming solar radiation proves to be the most effective measure to reduce heat stress in cells. Additionally, this study points out that the current ventilation system is lacking behind, causing preventable heat stress. Improved and more frequent maintenance can solve this issue, and is therefore explored and elaborated. Besides these technical aspects, behavioural aspects are explored also. Increasing cleaning behaviour and providing knowledge on dealing with heat can lead to lower heat stress and more autonomy, which in turn betters wellbeing and safety in the PI.
Beyond the findings of this study, the computer simulation shows potential in becoming a valuable decision-making tool for DJI. This simulation can be iterated into a more comprehensive model that is to be used for renovation planning. Also, other indoor spaces and institutions can be simulated with it.
In conclusion, this thesis provides action steps wrapped in a roadmap for DJI to reduce heat stress before renovations. This will lead to improved detainee wellbeing and increased safety in the PI.
...
This study researched the factors that cause heat stress, and potential measures that could reduce this effectively. With a computer simulation that calculated heat flows for a cell in PI Zutphen, these measures are carefully compared to one another. The simulation incorporated technical and human factors, calculating both true temperature as perceived temperature. This way, all heat flows are tracked and show insights on different solution approached to cool down the detainees or the cell.
Reducing incoming solar radiation proves to be the most effective measure to reduce heat stress in cells. Additionally, this study points out that the current ventilation system is lacking behind, causing preventable heat stress. Improved and more frequent maintenance can solve this issue, and is therefore explored and elaborated. Besides these technical aspects, behavioural aspects are explored also. Increasing cleaning behaviour and providing knowledge on dealing with heat can lead to lower heat stress and more autonomy, which in turn betters wellbeing and safety in the PI.
Beyond the findings of this study, the computer simulation shows potential in becoming a valuable decision-making tool for DJI. This simulation can be iterated into a more comprehensive model that is to be used for renovation planning. Also, other indoor spaces and institutions can be simulated with it.
In conclusion, this thesis provides action steps wrapped in a roadmap for DJI to reduce heat stress before renovations. This will lead to improved detainee wellbeing and increased safety in the PI.
Illuminate and Elevate
Designing a light installation for Hofbogenpark, Rotterdam
Plant and animal diversity is under pressure worldwide. Conservation and restoration of biodiversity are therefore essential and cities play an important role in this. All of the different needs/wants of the stakeholders (human/non-human) need to be integrated together in the context of this urban park. Therefore, this project lends itself perfectly to a biophilic design approach.
When looking at biophilic architectural projects, like the Hofbogenpark, they are currently dominated by the use of natural forms/materials, lighting is often still very artificial. This situation presents an opportunity to create and research new lighting strategies and products that make (better) use of the biophilia principles to improve the relationship/interaction between users well-being and energy management in a restorative environment.
This thesis explores the design and development of a light installation for Hofbogenpark in Rotterdam. The main goal was to create a biophilic light(ing) environment within this context, taking into account the desired interaction/experience: reconnecting with each other and with (the surrounding) nature.
Before starting the design process, extensive research was done on the qualities of light, the psychology of light and the perception of light. This research provided a strong foundation for understanding how light influences us and can shape experiences. By exploring how light interacts with different materials and forms and how it affects spatial perception, the project was able to integrate these insights into the design choices. In addition, research on the biophilia theory and forming my own opinion about biophilic design has been an important aspect of the design.
After an analysis of the meaning and influence of public space over time, a qualitative study on values/needs and motivations for Hofbogenpark visitors was conducted. From this research, the most important key drivers were extracted to subsequently form a design vision:
I want to support urbanites reconnecting with both the natural world and each other, by creating a relaxing, nature-inspired break from the city that enhances social connections.
Experimenting and prototyping was essential to the design process because it helped to refine the concept. Every iteration, from preliminary drawings to tangible prototypes, advanced my knowledge of how forms and materials respond to light and motion (caustics/dichroic foils). These practical experiments influenced important design decisions, guaranteeing that the final installation takes into account the desired interaction and experience.
The final design: Illuminate and Elevate, features dichroic plexiglass canopies that respond to the movement of the sun and reflect natural forms and light, and turnable chairs that provide a place to sit down and reconnect with other visitors. The design reinforces the natural phenomenon of the changing colours of the sun/moon due to its position in relation to the earth. In the meantime it gives more colour to the Hofbogenpark and city life.
...
Plant and animal diversity is under pressure worldwide. Conservation and restoration of biodiversity are therefore essential and cities play an important role in this. All of the different needs/wants of the stakeholders (human/non-human) need to be integrated together in the context of this urban park. Therefore, this project lends itself perfectly to a biophilic design approach.
When looking at biophilic architectural projects, like the Hofbogenpark, they are currently dominated by the use of natural forms/materials, lighting is often still very artificial. This situation presents an opportunity to create and research new lighting strategies and products that make (better) use of the biophilia principles to improve the relationship/interaction between users well-being and energy management in a restorative environment.
This thesis explores the design and development of a light installation for Hofbogenpark in Rotterdam. The main goal was to create a biophilic light(ing) environment within this context, taking into account the desired interaction/experience: reconnecting with each other and with (the surrounding) nature.
Before starting the design process, extensive research was done on the qualities of light, the psychology of light and the perception of light. This research provided a strong foundation for understanding how light influences us and can shape experiences. By exploring how light interacts with different materials and forms and how it affects spatial perception, the project was able to integrate these insights into the design choices. In addition, research on the biophilia theory and forming my own opinion about biophilic design has been an important aspect of the design.
After an analysis of the meaning and influence of public space over time, a qualitative study on values/needs and motivations for Hofbogenpark visitors was conducted. From this research, the most important key drivers were extracted to subsequently form a design vision:
I want to support urbanites reconnecting with both the natural world and each other, by creating a relaxing, nature-inspired break from the city that enhances social connections.
Experimenting and prototyping was essential to the design process because it helped to refine the concept. Every iteration, from preliminary drawings to tangible prototypes, advanced my knowledge of how forms and materials respond to light and motion (caustics/dichroic foils). These practical experiments influenced important design decisions, guaranteeing that the final installation takes into account the desired interaction and experience.
The final design: Illuminate and Elevate, features dichroic plexiglass canopies that respond to the movement of the sun and reflect natural forms and light, and turnable chairs that provide a place to sit down and reconnect with other visitors. The design reinforces the natural phenomenon of the changing colours of the sun/moon due to its position in relation to the earth. In the meantime it gives more colour to the Hofbogenpark and city life.
Modular Extraction Tool for Riverine Plastic Waste
Design of a proof-of-principle prototype
This project aims to achieve that by introducing a new addition to the current solution portfolio. The objective of this thesis is to develop a modular extraction tool designed to efficiently remove contained waste from rivers directly to the shore. This innovation will expand The Ocean Cleanup's deployment options and empower other organizations to amplify their impact. By creating a cost-effective and adaptable proof-of-principle prototype, a foundation will be established for further development of extraction tools tailored to selected use cases.
The final design is a mobile and modular extraction tool, equipped to handle waste extraction from a diverse range of sites that is currently challenging to access. A full-scale prototype has been made to accurately assess its feasibility, with a potential deployment in Jamaica. It features well-thought-out features like adjustable and extendable legs for diverse riverbanks, a robust overall design, and an intuitive user interaction.
...
This project aims to achieve that by introducing a new addition to the current solution portfolio. The objective of this thesis is to develop a modular extraction tool designed to efficiently remove contained waste from rivers directly to the shore. This innovation will expand The Ocean Cleanup's deployment options and empower other organizations to amplify their impact. By creating a cost-effective and adaptable proof-of-principle prototype, a foundation will be established for further development of extraction tools tailored to selected use cases.
The final design is a mobile and modular extraction tool, equipped to handle waste extraction from a diverse range of sites that is currently challenging to access. A full-scale prototype has been made to accurately assess its feasibility, with a potential deployment in Jamaica. It features well-thought-out features like adjustable and extendable legs for diverse riverbanks, a robust overall design, and an intuitive user interaction.
3D SCAN (A)HEAD
Design of an instantaneous 3D Head Scanner for ultra-personalized headwear
Prototyping Policy for Participation
An experience-based game that stimulates an intercultural dialogue about the dutch core values
Can the Dutch core values be conveyed to newcomers in The Netherlands?
By developing an intervention that helps to convey values to newcomers this question is answered using a Research through Design approach. A discussion and recommendations for policy are presented based on the answer. On top of that, newcomers and PSP trainers have been involved in all stages of the project in order to create a human-centered design. The project is done in collaboration with Christa Nieuwboer, senior researcher at Apparent.
The three phases Reveal, Create and Evaluate can be recognised throughout the report.
Reveal
Information about the current context is collected in the Reveal phase. Moreover, it states a strong foundation on which the project is built. Last, prototype interventions activities with newcomers are done in order to find out what is appropriate.
The analysis of the current context revealed information about the values workshop. Moreover, the definition of the three values freedom, equality and solidarity as described in the booklet Core values of the Dutch society (Ministry for Social Services and Employment, 2014) is adopted. A lecture by Tamar de Waal (Toeset, Hobbelink and Dorresteijn, 2017) motivated to respect the fact that the meaning of values should be viewed in relation to their context. Additionally, the four educational principles currently used in the values workshop are used as guidelines for concept development. These are: (1) make use of visualisations, (2) build on personal preferences and experiences, (3) include team and individual assignments and (4) facilitate group discussion and reflection.
The foundation exists of four pillars. First, the learning cycle of Kolb (1984) proved to be suitable for approaching abstract values through concrete experiences. The cycle follows the stages of (1) concrete experience, (2) observations and reflections, (3) abstract concept and (4) test implications of this concept after which the cycle starts over again. Second, the adopted vision on integration is that acknowledging and respecting the pluriformity of the Dutch society can stimulate social cohesion, rather than aiming at sharing all values. The third pillar consists of three additional educational principles: (1) focus on intrinsic motivation, (2) make use of active learning methods and (3) involve of a role model. Last, all newcomers are defined as the target group for the project. Although the initial focus was on Syrian newcomers, involving people with different cultural backgrounds is more suitable when talking about the meanings of values in different contexts in an equal way.
The intervention studies showed the importance of time, roleplay, discussing both similarities and differences and involving concrete information and multiple topics when aiming at understanding values. The design brief was devised in accordance with Nieuwboer using all previous findings. The following design goal was agreed upon:
Design an experience-based intervention that enables newcomers in The Netherlands to understand the three Dutch core values following an experiencing, reflecting, understanding-approach while at the same time supporting the newcomers in discussing the differences and similarities between different culture’s values and practices.
The design brief functioned as the closing document of the Reveal phase and the starting point of the Create phase.
Create
The aim of the second phase was to create a suitable intervention. Ideation sessions led to the game idea direction. It was decided to design for structured play, incorporating a clear goal and rules. Moreover, the choice for an analogue game was made to provide the best circumstances for dialogue and roleplay. Last, the aim to explore cultural issues and provide dialogue about these clearly indicated the game would be expressive.
Game elements and mechanisms found in other games were combined into the game concept. Through seven gameplays with different user groups the elements and mechanisms have been tested and improved which resulted in the intervention WAARDEN?! Het spel. The goal of the game is to earn the most value points. Twelve participants play in four teams and sit around the three-values symbol, which is laid down on the floor. A game facilitator guides the gameplay.
Each turn either a roleplay or a question card is played. With a roleplay card two teams enact a situation. One team from the perspective of their own cultural background, the other how they think it would happen in The Netherlands. The question card presents a question about a law that the teams have to answer. By playing the cards teams can earn points. After that, the game facilitator asks reflection questions about the differences, similarities, participants’ opinions and possible consequences of the enacted situations. Finally, the played card has to be linked to one or more of the three Dutch values by placing it on the three-values symbol. The game ends by reviewing the three-values symbol and appointing a winning team. Through this procedure, the participants follow the phases of the learning cycle of Kolb (1984).
Evaluate
In the last phase of this report the conclusion and discussion are presented. The game is a very effective intervention for helping newcomers to understand the Dutch core values. The answer on the research question is that the values are too abstract, too dynamic and too ambiguous to capture and convey. These conclusions have resulted in following recommendation for policy making:
Discard the abstract and contradictory Participation statement. Rather, regard the values workshop as an introduction to a lifelong intercultural values dialogue to reach a pluriform society in which people respect each other’s values. ...
Can the Dutch core values be conveyed to newcomers in The Netherlands?
By developing an intervention that helps to convey values to newcomers this question is answered using a Research through Design approach. A discussion and recommendations for policy are presented based on the answer. On top of that, newcomers and PSP trainers have been involved in all stages of the project in order to create a human-centered design. The project is done in collaboration with Christa Nieuwboer, senior researcher at Apparent.
The three phases Reveal, Create and Evaluate can be recognised throughout the report.
Reveal
Information about the current context is collected in the Reveal phase. Moreover, it states a strong foundation on which the project is built. Last, prototype interventions activities with newcomers are done in order to find out what is appropriate.
The analysis of the current context revealed information about the values workshop. Moreover, the definition of the three values freedom, equality and solidarity as described in the booklet Core values of the Dutch society (Ministry for Social Services and Employment, 2014) is adopted. A lecture by Tamar de Waal (Toeset, Hobbelink and Dorresteijn, 2017) motivated to respect the fact that the meaning of values should be viewed in relation to their context. Additionally, the four educational principles currently used in the values workshop are used as guidelines for concept development. These are: (1) make use of visualisations, (2) build on personal preferences and experiences, (3) include team and individual assignments and (4) facilitate group discussion and reflection.
The foundation exists of four pillars. First, the learning cycle of Kolb (1984) proved to be suitable for approaching abstract values through concrete experiences. The cycle follows the stages of (1) concrete experience, (2) observations and reflections, (3) abstract concept and (4) test implications of this concept after which the cycle starts over again. Second, the adopted vision on integration is that acknowledging and respecting the pluriformity of the Dutch society can stimulate social cohesion, rather than aiming at sharing all values. The third pillar consists of three additional educational principles: (1) focus on intrinsic motivation, (2) make use of active learning methods and (3) involve of a role model. Last, all newcomers are defined as the target group for the project. Although the initial focus was on Syrian newcomers, involving people with different cultural backgrounds is more suitable when talking about the meanings of values in different contexts in an equal way.
The intervention studies showed the importance of time, roleplay, discussing both similarities and differences and involving concrete information and multiple topics when aiming at understanding values. The design brief was devised in accordance with Nieuwboer using all previous findings. The following design goal was agreed upon:
Design an experience-based intervention that enables newcomers in The Netherlands to understand the three Dutch core values following an experiencing, reflecting, understanding-approach while at the same time supporting the newcomers in discussing the differences and similarities between different culture’s values and practices.
The design brief functioned as the closing document of the Reveal phase and the starting point of the Create phase.
Create
The aim of the second phase was to create a suitable intervention. Ideation sessions led to the game idea direction. It was decided to design for structured play, incorporating a clear goal and rules. Moreover, the choice for an analogue game was made to provide the best circumstances for dialogue and roleplay. Last, the aim to explore cultural issues and provide dialogue about these clearly indicated the game would be expressive.
Game elements and mechanisms found in other games were combined into the game concept. Through seven gameplays with different user groups the elements and mechanisms have been tested and improved which resulted in the intervention WAARDEN?! Het spel. The goal of the game is to earn the most value points. Twelve participants play in four teams and sit around the three-values symbol, which is laid down on the floor. A game facilitator guides the gameplay.
Each turn either a roleplay or a question card is played. With a roleplay card two teams enact a situation. One team from the perspective of their own cultural background, the other how they think it would happen in The Netherlands. The question card presents a question about a law that the teams have to answer. By playing the cards teams can earn points. After that, the game facilitator asks reflection questions about the differences, similarities, participants’ opinions and possible consequences of the enacted situations. Finally, the played card has to be linked to one or more of the three Dutch values by placing it on the three-values symbol. The game ends by reviewing the three-values symbol and appointing a winning team. Through this procedure, the participants follow the phases of the learning cycle of Kolb (1984).
Evaluate
In the last phase of this report the conclusion and discussion are presented. The game is a very effective intervention for helping newcomers to understand the Dutch core values. The answer on the research question is that the values are too abstract, too dynamic and too ambiguous to capture and convey. These conclusions have resulted in following recommendation for policy making:
Discard the abstract and contradictory Participation statement. Rather, regard the values workshop as an introduction to a lifelong intercultural values dialogue to reach a pluriform society in which people respect each other’s values.
Telltail
Understanding feline behavior and personality to increase the human-animal bond in order to prevent owner-surrender
Cats have similar emotions as humans, which lays a foundation for the relationship; they express emotions, however, quite differently. Therefore, owner and cat don’t always understand each other, which often results in confusion, frustration, annoyance and uncertainty in the owner.
The relationship between owner and cat is an emotional one, full with positive and negative interactions. Too many negative interactions could, in fact, eventually lead to an abrupt termination of the relationship.
This project is about the development of the owner-cat relationship and what leads up to the unexpected termination of it: when an owner decides to give up the relationship and surrender the cat to the shelter.
The decision to owner-surrender is often grounded in several reasons of the owner. What are some of the reasons that owners decide to surrender their cat? What problems may arise in the relationship? How does the relationship work? And what emotions play a role in the relationship?
To answer these questions, this project maps the emotional of journey of owners with their cats and explores the interactions and behavior of owner and cat during this journey. With these findings as a guide, a design is created, Telltail, which is a product meant to help new owners understand their cat’s behavior and personality to increase the bond between owner and cat. ...
Cats have similar emotions as humans, which lays a foundation for the relationship; they express emotions, however, quite differently. Therefore, owner and cat don’t always understand each other, which often results in confusion, frustration, annoyance and uncertainty in the owner.
The relationship between owner and cat is an emotional one, full with positive and negative interactions. Too many negative interactions could, in fact, eventually lead to an abrupt termination of the relationship.
This project is about the development of the owner-cat relationship and what leads up to the unexpected termination of it: when an owner decides to give up the relationship and surrender the cat to the shelter.
The decision to owner-surrender is often grounded in several reasons of the owner. What are some of the reasons that owners decide to surrender their cat? What problems may arise in the relationship? How does the relationship work? And what emotions play a role in the relationship?
To answer these questions, this project maps the emotional of journey of owners with their cats and explores the interactions and behavior of owner and cat during this journey. With these findings as a guide, a design is created, Telltail, which is a product meant to help new owners understand their cat’s behavior and personality to increase the bond between owner and cat.