A.J.C. van der Helm
Please Note
15 records found
1
Supporting the development of meaningful STEAM-based workshops for children aged 8-12 years
Designing a practical guidance tool through a case study
Using a Research Through Design approach, the project combined literature review, expert interviews, and observations to formulate 14 initial design guidelines. These guidelines were organised across the three experiential phases: before, during, and after the workshop. They included initial actionable points and instructional support. It also incorporates the on literature- based designed ‘experience layers model’, which guides goal setting and evaluation.
A case study was performed, which included the development and testing of the ‘Experiementing with Art’ workshop. Through this case study, the guidelines and supportive elements were refined. This process led to the design of ‘The STEAMingful Design Tool’, a detailed, practical booklet for workshop design. Evaluation of the test workshop with the ‘experience layers model’ indicated that participants gained meaningful insights on both the topic and the use of the materials of the workshop. However, the longer-term impact on sustained interest remains uncertain.
Expert reviews on the tool suggest that the tool effectively supports novice designers but recommend adapting the tool for more experienced users.
Ultimately, this project delivers both a tested STEAM- based workshop and a research-informed design tool that holds promise for fostering meaningful STEAM-based out-of-school learning experiences. Future research by independent workshop developers is recommended to examine the long-term effects of using the tool on children’s level of experience. This will also further validate the applicability of the tool outside the Science Centre. ...
Using a Research Through Design approach, the project combined literature review, expert interviews, and observations to formulate 14 initial design guidelines. These guidelines were organised across the three experiential phases: before, during, and after the workshop. They included initial actionable points and instructional support. It also incorporates the on literature- based designed ‘experience layers model’, which guides goal setting and evaluation.
A case study was performed, which included the development and testing of the ‘Experiementing with Art’ workshop. Through this case study, the guidelines and supportive elements were refined. This process led to the design of ‘The STEAMingful Design Tool’, a detailed, practical booklet for workshop design. Evaluation of the test workshop with the ‘experience layers model’ indicated that participants gained meaningful insights on both the topic and the use of the materials of the workshop. However, the longer-term impact on sustained interest remains uncertain.
Expert reviews on the tool suggest that the tool effectively supports novice designers but recommend adapting the tool for more experienced users.
Ultimately, this project delivers both a tested STEAM- based workshop and a research-informed design tool that holds promise for fostering meaningful STEAM-based out-of-school learning experiences. Future research by independent workshop developers is recommended to examine the long-term effects of using the tool on children’s level of experience. This will also further validate the applicability of the tool outside the Science Centre.
Looking at projected future investments in the quantum computing market, the current state of the quantum technology education infrastructure and it’s foreseeable shortcoming in providing a sufficiently strong workforce to answer the industry’s expansion, it can be expected that quantum education will be pressurized to conform to big change to keep up with the industry.
The project aims to provide a solution that will help open ways to achieve maintaining the balance of education and industry that is needed within the quantum technology sector if the industry keeps expanding as it is currently. It hopes to deliver where currently is missing: an engaging way to interest our current youth in quantum technology before they reach university, in a way that motivates them to become one of the future quantum physicists that the industry will drastically need.
Currently basic aspects of quantum physics are difficult to convey to a younger generation in a compelling and engaging manner. This project aimed to introduce basic aspects of quantum physics through a science museum exhibit using cymatics, the study of visual wave phenomena. The wave-like characteristic found in both quantum physics and cymatics was the primary factor to investigate how cymatics could be used to introduce basic aspects of quantum physics to young future scientists through a science museum exhibit design. The modes of vibration in cymatics are called eigenmodes.
The final design is an exhibit design that uses these eigenmodes to simulate how quantum physicists work with their delicate and sensitive quantum systems. In the design the eigenmodes resemble the sensitivity of the qubits that these physicists work with.
...
Looking at projected future investments in the quantum computing market, the current state of the quantum technology education infrastructure and it’s foreseeable shortcoming in providing a sufficiently strong workforce to answer the industry’s expansion, it can be expected that quantum education will be pressurized to conform to big change to keep up with the industry.
The project aims to provide a solution that will help open ways to achieve maintaining the balance of education and industry that is needed within the quantum technology sector if the industry keeps expanding as it is currently. It hopes to deliver where currently is missing: an engaging way to interest our current youth in quantum technology before they reach university, in a way that motivates them to become one of the future quantum physicists that the industry will drastically need.
Currently basic aspects of quantum physics are difficult to convey to a younger generation in a compelling and engaging manner. This project aimed to introduce basic aspects of quantum physics through a science museum exhibit using cymatics, the study of visual wave phenomena. The wave-like characteristic found in both quantum physics and cymatics was the primary factor to investigate how cymatics could be used to introduce basic aspects of quantum physics to young future scientists through a science museum exhibit design. The modes of vibration in cymatics are called eigenmodes.
The final design is an exhibit design that uses these eigenmodes to simulate how quantum physicists work with their delicate and sensitive quantum systems. In the design the eigenmodes resemble the sensitivity of the qubits that these physicists work with.
The goal of the project was to make a wide audience aware of collective behaviour, by teaching them in a playful interactive way, through a museum installation. The target group are museum visitors of age 8 and older. The question was what the user experience would look like and how the design would take shape.
The project started with understanding what collective behaviour is, to find out which elements are most important to convey in the design. Designing for a museum context and different technologies that can be used in the installation are explored. This phase concluded with requirements to implement in the museum installation.
In the following phase, the user interaction and the way visitors will manipulate the installation are ideated, and the goal for the user is determined. This phase included brainstorming, ideation by sketching and eventually lead to the design of the installation embodiment.
In the last phase of the project, the final design was determined and detailed: Control the Collective. By interacting with the designed installation, users can manipulate the size of three zones, in which the agents behave in a certain way. These are the zone of repulsion, the zone of orientation and the zone of attraction. Museum visitors can change the size of these zones by sliding disks along a line on the floor and with the use of corresponding buttons. These disks and buttons are placed on top of a circular platform, which users can stand on top of. The size of these zones and the influence on the composition of an individual within the group are visualised on this platform. Simultaneously, on a wall curved around the platform, the accompanying visualisation of the moving group is displayed.
The museum installation was evaluated and validated in Naturalis on user experience and the level of understanding of users. Lastly, recommendations are provided for future research and implementation of the design.
...
The goal of the project was to make a wide audience aware of collective behaviour, by teaching them in a playful interactive way, through a museum installation. The target group are museum visitors of age 8 and older. The question was what the user experience would look like and how the design would take shape.
The project started with understanding what collective behaviour is, to find out which elements are most important to convey in the design. Designing for a museum context and different technologies that can be used in the installation are explored. This phase concluded with requirements to implement in the museum installation.
In the following phase, the user interaction and the way visitors will manipulate the installation are ideated, and the goal for the user is determined. This phase included brainstorming, ideation by sketching and eventually lead to the design of the installation embodiment.
In the last phase of the project, the final design was determined and detailed: Control the Collective. By interacting with the designed installation, users can manipulate the size of three zones, in which the agents behave in a certain way. These are the zone of repulsion, the zone of orientation and the zone of attraction. Museum visitors can change the size of these zones by sliding disks along a line on the floor and with the use of corresponding buttons. These disks and buttons are placed on top of a circular platform, which users can stand on top of. The size of these zones and the influence on the composition of an individual within the group are visualised on this platform. Simultaneously, on a wall curved around the platform, the accompanying visualisation of the moving group is displayed.
The museum installation was evaluated and validated in Naturalis on user experience and the level of understanding of users. Lastly, recommendations are provided for future research and implementation of the design.
E-quarium
A designer’s approach to increasing energy efficiency of households by means of a home energy management system (HEMS)
Proximity Vest
A design tool for the exploration of proxemic zones
Beige by Default
The issue of skin tone inclusivity in product design and a proposal for resolving it in design education and professional practices
Products that are not skin tone inclusive can be clustered into four different categories; Inadequate Color Selection, Failing Technology & Software, Undereducated Service Providers, and Unequal Communication & Representation. The products in these four categories have recurring issues, i.e., things that are consistently faulty. These issues led to thirteen Skin Tone Inclusive Design Guidelines to aid the designer in the design process.
The current Industrial Design Engineering curriculum does not pay any attention to the issue of skin tone inclusivity. The first-year bachelor course Understanding Humans is the ideal place to introduce this topic with the Skin Tone Inclusivity Lesson Plan, to be used during the Wonder Assignment. With four sub-goals; Raise Awareness, Trigger Self-Reflection, Trigger Self-Awareness, and finally, Trigger Inclusive Design Behavior, the students are led through a session that leads to an understanding of the skin tone inclusive design guidelines. This is done incrementally, with the guidelines being introduced during the last activity of the Assignment. Using the three designed components, the Beige by Default website, the Card Set, and the Skin Tone Inclusive Design Guidelines, the students complete different activities to ultimately reach a more inclusive design behavior. ...
Products that are not skin tone inclusive can be clustered into four different categories; Inadequate Color Selection, Failing Technology & Software, Undereducated Service Providers, and Unequal Communication & Representation. The products in these four categories have recurring issues, i.e., things that are consistently faulty. These issues led to thirteen Skin Tone Inclusive Design Guidelines to aid the designer in the design process.
The current Industrial Design Engineering curriculum does not pay any attention to the issue of skin tone inclusivity. The first-year bachelor course Understanding Humans is the ideal place to introduce this topic with the Skin Tone Inclusivity Lesson Plan, to be used during the Wonder Assignment. With four sub-goals; Raise Awareness, Trigger Self-Reflection, Trigger Self-Awareness, and finally, Trigger Inclusive Design Behavior, the students are led through a session that leads to an understanding of the skin tone inclusive design guidelines. This is done incrementally, with the guidelines being introduced during the last activity of the Assignment. Using the three designed components, the Beige by Default website, the Card Set, and the Skin Tone Inclusive Design Guidelines, the students complete different activities to ultimately reach a more inclusive design behavior.
Increasing employees’ sense of belonging
Design of an intervention to stimulate meaningful chats in offices
In the first phase, observation and interviews were conducted in 2 offices in Beijing to know about the context and discover problems and design opportunities. Another round of research was carried out in StudioLab for verification of the insights from Beijing offices. The results, combining with the results of the literature review, led to the design goal defined.
Then the project started to focus on stimulating meaningful chats among employees to increase their sense of belonging. Ideas were brainstormed and selected, prototypes and storyboards were made to let participants evaluate the concepts through interviews. After 3 cycles of idea generation, the final concept direction was defined.
After that, 2 cycles of concept development were conducted to iterate the concept. Again, prototypes were made and interviews were done to evaluate the concept and get feedback from participants. In the end, the final design was defined, final prototypes were made and final evaluation was conducted.
Overall, it is a design project exploring solutions for solving one of employees’ social problems in offices, lacking the sense of belonging. ...
In the first phase, observation and interviews were conducted in 2 offices in Beijing to know about the context and discover problems and design opportunities. Another round of research was carried out in StudioLab for verification of the insights from Beijing offices. The results, combining with the results of the literature review, led to the design goal defined.
Then the project started to focus on stimulating meaningful chats among employees to increase their sense of belonging. Ideas were brainstormed and selected, prototypes and storyboards were made to let participants evaluate the concepts through interviews. After 3 cycles of idea generation, the final concept direction was defined.
After that, 2 cycles of concept development were conducted to iterate the concept. Again, prototypes were made and interviews were done to evaluate the concept and get feedback from participants. In the end, the final design was defined, final prototypes were made and final evaluation was conducted.
Overall, it is a design project exploring solutions for solving one of employees’ social problems in offices, lacking the sense of belonging.
The Robotic Programming Lab
Designing an interactive experience at Museon
To address this problem, the government mandated to actively encourage science among young children.
Science museums play a crucial role in delivering lessons to schools, they are ideal spaces to make the maximum impact on a young mind. Thus, the idea for the Robotic and Programming lab at Museon was born. The lab is established to be at the forefront of this change and to actively introduce programming to primary school children.
This project conceptualises the interactive experience of the robotic programming lab. It also formulates a framework for the experience which aids in the conceptualisation of interactive activities within the lab. These interactions are designed with an aim to encourage programming while closely considering the learning outcomes and the science concepts that children are already familiar with. ...
To address this problem, the government mandated to actively encourage science among young children.
Science museums play a crucial role in delivering lessons to schools, they are ideal spaces to make the maximum impact on a young mind. Thus, the idea for the Robotic and Programming lab at Museon was born. The lab is established to be at the forefront of this change and to actively introduce programming to primary school children.
This project conceptualises the interactive experience of the robotic programming lab. It also formulates a framework for the experience which aids in the conceptualisation of interactive activities within the lab. These interactions are designed with an aim to encourage programming while closely considering the learning outcomes and the science concepts that children are already familiar with.
ObjectResponder
Researching & Prototyping for Design collaboration with Artificial Intelligence
In this report, I have explained my iterative design process using research through design approach. This project focuses on the context of Artificial intelligence and design collaboration. It also represents a design method of integrating human and non – human biases while designing intelligent products.
Abilities of Artificial Intelligence (AI) are expanding so rapidly, that it already surpasses the human in specific tasks that were not thought before. Recent advancements in machine learning algorithms (ML) and its techniques e.g. ‘deep learning’, enable the machine to develop creative content on its own (John, 2016). Meanwhile, in the design domain, people have already begun to consider artificial intelligence as new design material (Holmquist & Erik, 2017). One can consider it an intelligent design material as it can include creativity as individual machine learning models.To understand this new paradigm of using AI in the design process, I created a speculative prototype of a design toolkit called objectResponder (v1.0). A toolkit which enables to design and prototype from the perspective of AI in the ‘wild’(Rogers & Marshall, 2017). I explored this toolkit with six professional designers from various discipline. Initial results suggested that looking at the world from the perspective of the AI may enable designers to balance human and nonhuman biases, enrich a designer’s understanding of the context, and open up unexpected directions for idea generation. The results from the study initiate my graduation project with — identifying what designers need, their concerns and challenges while working with Artificial intelligence and Machine Learning projects. In my thorough investigation with professional designers and design students, I learned that there is a gap in comprehending Artificial intelligence technology in design practice. Such as, designers struggle to incorporate these technologies into their products and services due to the complex nature of it. It was also evident in the literature study that, designers’ need to understand the underpinning principle e.g. limitations of Artificial intelligence and Machine Learning (Dove, Halskov, Forlizzi, & Zimmerman, 2017). Designers’ currently working with Artificial intelligence technologies mentioned that they are looking for a tool or prototyping toolkit which integrates AI with embodied ideation and rapid prototyping methods.To understand the state-of-the-art of AI, a literature study was conducted with the exploration of various ML technologies and prototyping tools. The purpose of this literature study was to understand the state-of-the-art AI and its current state. In this literature studies, I encountered some initial prototypes of tools that showed the possibilities of Artificial intelligence intervening into the design process. Meanwhile, technology exploration with various AI and ML tools and platforms allowed me to learn some facet of current AI and ML tools and ML platforms and perceive its limitations. From this observation, I designed three varied computer vision enabled experiments. Designers from various expertise have participated in the experiments. They were asked to follow the idea generation process with and without an AI’s Computer Vision technique (Machine perspective). Based on designers’ feedback about the experience of working with a designed speculative prototype, I propose a design toolkit called ‘object responder v2.0’ — with further advancement in it. ...
In this report, I have explained my iterative design process using research through design approach. This project focuses on the context of Artificial intelligence and design collaboration. It also represents a design method of integrating human and non – human biases while designing intelligent products.
Abilities of Artificial Intelligence (AI) are expanding so rapidly, that it already surpasses the human in specific tasks that were not thought before. Recent advancements in machine learning algorithms (ML) and its techniques e.g. ‘deep learning’, enable the machine to develop creative content on its own (John, 2016). Meanwhile, in the design domain, people have already begun to consider artificial intelligence as new design material (Holmquist & Erik, 2017). One can consider it an intelligent design material as it can include creativity as individual machine learning models.To understand this new paradigm of using AI in the design process, I created a speculative prototype of a design toolkit called objectResponder (v1.0). A toolkit which enables to design and prototype from the perspective of AI in the ‘wild’(Rogers & Marshall, 2017). I explored this toolkit with six professional designers from various discipline. Initial results suggested that looking at the world from the perspective of the AI may enable designers to balance human and nonhuman biases, enrich a designer’s understanding of the context, and open up unexpected directions for idea generation. The results from the study initiate my graduation project with — identifying what designers need, their concerns and challenges while working with Artificial intelligence and Machine Learning projects. In my thorough investigation with professional designers and design students, I learned that there is a gap in comprehending Artificial intelligence technology in design practice. Such as, designers struggle to incorporate these technologies into their products and services due to the complex nature of it. It was also evident in the literature study that, designers’ need to understand the underpinning principle e.g. limitations of Artificial intelligence and Machine Learning (Dove, Halskov, Forlizzi, & Zimmerman, 2017). Designers’ currently working with Artificial intelligence technologies mentioned that they are looking for a tool or prototyping toolkit which integrates AI with embodied ideation and rapid prototyping methods.To understand the state-of-the-art of AI, a literature study was conducted with the exploration of various ML technologies and prototyping tools. The purpose of this literature study was to understand the state-of-the-art AI and its current state. In this literature studies, I encountered some initial prototypes of tools that showed the possibilities of Artificial intelligence intervening into the design process. Meanwhile, technology exploration with various AI and ML tools and platforms allowed me to learn some facet of current AI and ML tools and ML platforms and perceive its limitations. From this observation, I designed three varied computer vision enabled experiments. Designers from various expertise have participated in the experiments. They were asked to follow the idea generation process with and without an AI’s Computer Vision technique (Machine perspective). Based on designers’ feedback about the experience of working with a designed speculative prototype, I propose a design toolkit called ‘object responder v2.0’ — with further advancement in it.
Gentle First Contact
A tactfully designed patient journey and therapeutic environment to make children feel at ease for improved psychosocial therapy sessions
Research in the context provided insight into the usage of the playroom, its users and their experiences. The main problem identified for the current environment is that it does not support the psychologists in the different sessions they perform. A flexible environment is wished which can easily be changed from an atmosphere where the child is able to concentrate (stimulant free) to an atmosphere that invites the child to play (stimulant). In addition, the importance of the child feeling at ease at the start of a session became apparent. It was discovered that the journey that the child makes before he/she enters the playroom is of significant influence on this. Children that visit the department for the first time are nervous and do not feel at ease when entering the playroom for the first time. Two design directions were identified. One focusing on improving the therapeutic environment and the other on improving the journey towards this environment. This resulted into one final design 'Gentle First Contact' which consists of a tactfully designed patient journey and a master plan for a new therapeutic environment.
The master plan for a new therapeutic environment consists of a proposed design for the room and recommendations concerning colour, lightening and sound. A flexible environment is created that can be easily adapted to the different sessions that are performed and the characteristics of the child. By turning and sliding panels in the closet, the psychologist can easily and quickly change the atmosphere in the room.
In addition, a patient journey was designed to make children feel at ease at the start of their first therapy session. Several elements are designed to support the child at different moments in the patient journey: a flyer with information about the appointment, a new waiting room experience, a playful transition to the playroom and an ice breaking activity as start of the therapy session. The elements are designed in line with the new vision for WKZ in which every department is related to an animal. The animal assigned to the Medical Psychology and Social Work department is the seahorse and therefore this animal is used as connecting theme to create a gradual journey. The seahorse supports, guides and distracts the child when needed. ...
Research in the context provided insight into the usage of the playroom, its users and their experiences. The main problem identified for the current environment is that it does not support the psychologists in the different sessions they perform. A flexible environment is wished which can easily be changed from an atmosphere where the child is able to concentrate (stimulant free) to an atmosphere that invites the child to play (stimulant). In addition, the importance of the child feeling at ease at the start of a session became apparent. It was discovered that the journey that the child makes before he/she enters the playroom is of significant influence on this. Children that visit the department for the first time are nervous and do not feel at ease when entering the playroom for the first time. Two design directions were identified. One focusing on improving the therapeutic environment and the other on improving the journey towards this environment. This resulted into one final design 'Gentle First Contact' which consists of a tactfully designed patient journey and a master plan for a new therapeutic environment.
The master plan for a new therapeutic environment consists of a proposed design for the room and recommendations concerning colour, lightening and sound. A flexible environment is created that can be easily adapted to the different sessions that are performed and the characteristics of the child. By turning and sliding panels in the closet, the psychologist can easily and quickly change the atmosphere in the room.
In addition, a patient journey was designed to make children feel at ease at the start of their first therapy session. Several elements are designed to support the child at different moments in the patient journey: a flyer with information about the appointment, a new waiting room experience, a playful transition to the playroom and an ice breaking activity as start of the therapy session. The elements are designed in line with the new vision for WKZ in which every department is related to an animal. The animal assigned to the Medical Psychology and Social Work department is the seahorse and therefore this animal is used as connecting theme to create a gradual journey. The seahorse supports, guides and distracts the child when needed.
Care Tunes
Music as a nurses' monitoring tool
Care Tunes is a product design that allows nurses to listen to music to monitor their patients. By wearing an earpiece that plays the music, nurses can constantly be aware of their patients health without having to listen to the cacophony that is caused by alarms.
In an iterative design process several versions of
this concept were designed, tested and evaluated. Simultaneously, research was conducted into the experiences nurses of the Erasmus MC have regarding sounds.
This research into the ICU context reveals insights into the experience and underlying mechanisms of alarm fatigue. Among them are the low level of information that alarms carry and the range of personal preferences nurses have when it comes to setting boundaries
for their alarms. Alarms also tend to be used as a reaffirmation by using narrow alarm limits, causing more alarms to sound.
Care Tunes attempts to offer much more information in the sonification of patient data. This lets nurses listen to a pleasant musical stream to get all the information they need about their patient. ...
Care Tunes is a product design that allows nurses to listen to music to monitor their patients. By wearing an earpiece that plays the music, nurses can constantly be aware of their patients health without having to listen to the cacophony that is caused by alarms.
In an iterative design process several versions of
this concept were designed, tested and evaluated. Simultaneously, research was conducted into the experiences nurses of the Erasmus MC have regarding sounds.
This research into the ICU context reveals insights into the experience and underlying mechanisms of alarm fatigue. Among them are the low level of information that alarms carry and the range of personal preferences nurses have when it comes to setting boundaries
for their alarms. Alarms also tend to be used as a reaffirmation by using narrow alarm limits, causing more alarms to sound.
Care Tunes attempts to offer much more information in the sonification of patient data. This lets nurses listen to a pleasant musical stream to get all the information they need about their patient.
Coworking in the skies
Reframing future flying experience for frequent flyers
in Utrecht. The appropriateness the centre's current exercise room for children’s play and ergonomic skills is highly age-dependent and its possibilities for interaction are limited. Therefore, the relocation of the centre in 2018 was used as an opportunity to evaluate the use of Playscape 1.0 and design a new ‘Playscape 2.0’ that supports a variety of interactions for various target groups. The design process results in the proposal of a 'master plan' for the whole room, an adaptable environment (Track Me) and an interactive design (Chase Me). Track Me and Chase Me consists of various elements that can be placed in various positions and in this way support various activities. Track Me can shape a play or training environment, and supports activities concerning gross motor skills (e.g. crawling, climbing, jumping or balancing). Chase Me features two interactive modes (chase and play), and challenges speed and gross manipulative skills (e.g. running, reaching, aiming or manipulating). ...
in Utrecht. The appropriateness the centre's current exercise room for children’s play and ergonomic skills is highly age-dependent and its possibilities for interaction are limited. Therefore, the relocation of the centre in 2018 was used as an opportunity to evaluate the use of Playscape 1.0 and design a new ‘Playscape 2.0’ that supports a variety of interactions for various target groups. The design process results in the proposal of a 'master plan' for the whole room, an adaptable environment (Track Me) and an interactive design (Chase Me). Track Me and Chase Me consists of various elements that can be placed in various positions and in this way support various activities. Track Me can shape a play or training environment, and supports activities concerning gross motor skills (e.g. crawling, climbing, jumping or balancing). Chase Me features two interactive modes (chase and play), and challenges speed and gross manipulative skills (e.g. running, reaching, aiming or manipulating).