T.J. Jaśkiewicz
Please Note
25 records found
1
The city is designed to be human-centred. In the multispecies urban environment humans take on roles of management and ownership over flora and fauna. This leaves the richness and biodiversity of urban habitats in the hands of humans (Denters, 2020). Ecology is often treated as a second class citizen and given opportunities according to human preferences.
In collaboration with material-centred design agency Refunc, this project explores the way designers can work with the entanglements around local ecology and facilitate equal and just treatment of ecology as an added client of otherwise human-centred design.
More-than-human perspective
In the first stage of the project, practices from more-than-human-design theory, Refunc, nature-inclusive building and ecologists are collected and urban human-ecology relations are explored by noticing entanglements (Tsing, 2021) and multidisciplinary collaboration. To allow more opportunities for ecology to be revitalised in urban environments the main objectives are to create space and facilitate agency for ecology.
Decentring through experimentation
In the following stage of the project
designing, making and co-creation are used as knowledge generation tools. Through multiple design experiments the application of more-than-human design and Refunc’s practices is explored and more practices are collected and defined.
The main challenges of adopting the more-than-human perspective are:
The lack of knowledge and understanding of ecology and the complexity of entanglements.
Decentering the human in the design process.
Play and multidisciplinary collaboration can support the designer in finding new multispecies uses for objects.
Added to Refunc’s framework are lively materials, nonhuman functions and more-than-human clients. As well as a change in perspective from projects that are finished once they are produced to interventions that are ever changing.
A (never) complete journal of practices for designers of urban ecology
A journal is created to provide support to beginning more-than-human designers.
The design goal is to introduce them to MTHD practices and inspire them to experiment in a project with urban ecology.
The journal is filled with 29 practices, examples of interventions and activating questions. It is a collection of the work of this project and a starting point for another designer going on a similar journey. They are recommended to be applied and explored one by one in a reflective and iterative design process. After the designer has mastered its contents, the journal can be planted and create space for ecology by itself.
Lastly, the journal and this project are an invitation to every designer to experiment and explore how their projects can involve more-than-human ecology.
...
The city is designed to be human-centred. In the multispecies urban environment humans take on roles of management and ownership over flora and fauna. This leaves the richness and biodiversity of urban habitats in the hands of humans (Denters, 2020). Ecology is often treated as a second class citizen and given opportunities according to human preferences.
In collaboration with material-centred design agency Refunc, this project explores the way designers can work with the entanglements around local ecology and facilitate equal and just treatment of ecology as an added client of otherwise human-centred design.
More-than-human perspective
In the first stage of the project, practices from more-than-human-design theory, Refunc, nature-inclusive building and ecologists are collected and urban human-ecology relations are explored by noticing entanglements (Tsing, 2021) and multidisciplinary collaboration. To allow more opportunities for ecology to be revitalised in urban environments the main objectives are to create space and facilitate agency for ecology.
Decentring through experimentation
In the following stage of the project
designing, making and co-creation are used as knowledge generation tools. Through multiple design experiments the application of more-than-human design and Refunc’s practices is explored and more practices are collected and defined.
The main challenges of adopting the more-than-human perspective are:
The lack of knowledge and understanding of ecology and the complexity of entanglements.
Decentering the human in the design process.
Play and multidisciplinary collaboration can support the designer in finding new multispecies uses for objects.
Added to Refunc’s framework are lively materials, nonhuman functions and more-than-human clients. As well as a change in perspective from projects that are finished once they are produced to interventions that are ever changing.
A (never) complete journal of practices for designers of urban ecology
A journal is created to provide support to beginning more-than-human designers.
The design goal is to introduce them to MTHD practices and inspire them to experiment in a project with urban ecology.
The journal is filled with 29 practices, examples of interventions and activating questions. It is a collection of the work of this project and a starting point for another designer going on a similar journey. They are recommended to be applied and explored one by one in a reflective and iterative design process. After the designer has mastered its contents, the journal can be planted and create space for ecology by itself.
Lastly, the journal and this project are an invitation to every designer to experiment and explore how their projects can involve more-than-human ecology.
When providing public transport, it is important to have good services, which support the industry of public transport. Without these services, people will associate travelling by public transport with something negative. In Rotterdam there are three locations which are important in the infrastructure of public transport. Rotterdam CS, Beurs, and Zuidplein are the main stations where various forms of transportation can be used by customers. RET provides an extra service at these locations in the form of service points. Every day, employees of the RET help their customers to have a relaxed and pleasant journey. The problem is that the contemporary service points are getting outdated and do not fully fulfill the needs and wishes of RET’s customers and employees anymore.
The world of public transport is changing. For years buses, trams, and metros have been the main solution when travelling by public transport. However, times are changing, and so is public transport. Shared mobility is getting more popular by the day. In Rotterdam there are various forms of shared mobility like bicycles, e-scooters, and shared cars. More and more these kinds of companies are becoming new competitors in the world of public transportation.
To stay relevant in the rapidly changing world of public transportation, a new kind of SP is needed. The project ‘New generation service store for RET’ was conducted to find a solution for the outdated SP at Rotterdam CS. During the project, a literature review based on research was done. There was an active involvement of RET employees and RET customers for developing a new kind of Mobility store. By making drawings and turning them into a virtual reality environment, people were able to assess the designed environment and see if it fulfilled their needs and wishes.
This project concludes with recommendations for the design of a Mobility store, which could be established at the passage of the Rotterdam CS’s metro hall.
...
When providing public transport, it is important to have good services, which support the industry of public transport. Without these services, people will associate travelling by public transport with something negative. In Rotterdam there are three locations which are important in the infrastructure of public transport. Rotterdam CS, Beurs, and Zuidplein are the main stations where various forms of transportation can be used by customers. RET provides an extra service at these locations in the form of service points. Every day, employees of the RET help their customers to have a relaxed and pleasant journey. The problem is that the contemporary service points are getting outdated and do not fully fulfill the needs and wishes of RET’s customers and employees anymore.
The world of public transport is changing. For years buses, trams, and metros have been the main solution when travelling by public transport. However, times are changing, and so is public transport. Shared mobility is getting more popular by the day. In Rotterdam there are various forms of shared mobility like bicycles, e-scooters, and shared cars. More and more these kinds of companies are becoming new competitors in the world of public transportation.
To stay relevant in the rapidly changing world of public transportation, a new kind of SP is needed. The project ‘New generation service store for RET’ was conducted to find a solution for the outdated SP at Rotterdam CS. During the project, a literature review based on research was done. There was an active involvement of RET employees and RET customers for developing a new kind of Mobility store. By making drawings and turning them into a virtual reality environment, people were able to assess the designed environment and see if it fulfilled their needs and wishes.
This project concludes with recommendations for the design of a Mobility store, which could be established at the passage of the Rotterdam CS’s metro hall.
Re-humanizing Buitenhof
Augmenting collaborative murals to foster meaningful social connections
Utilizing qualitative methods, including interviews, workshops, and participation in local activities, this research engages both Buitenhof residents and Delft citizens to explore their perceptions of the district, the dynamics of social connections in the city, and the impact and limitations of the NOBIS murals. The findings highlight a strong disconnect between Buitenhof and the wider city, and suggest that, if their limitations are addressed, the murals hold potential to bridge this gap.
Building on a series of iterative design explorations and prototype testing with participants, a final design intervention called Voices of Buitenhof was developed. Voices of Buitenhof is an interactive experience that enables mural visitors to connect with residents’ personal stories. This intervention was then evaluated, with the results informing reflections on potential project evolution, implications for the field, and recommendations for future initiatives.
The final discussion covers key themes, including the influence of mural art on social connections, the power of authentic storytelling in evoking empathy, the unique challenges of the city as a context for design projects, what “collaboration” means in collaborative projects, and possible future directions and limitations for the project. ...
Utilizing qualitative methods, including interviews, workshops, and participation in local activities, this research engages both Buitenhof residents and Delft citizens to explore their perceptions of the district, the dynamics of social connections in the city, and the impact and limitations of the NOBIS murals. The findings highlight a strong disconnect between Buitenhof and the wider city, and suggest that, if their limitations are addressed, the murals hold potential to bridge this gap.
Building on a series of iterative design explorations and prototype testing with participants, a final design intervention called Voices of Buitenhof was developed. Voices of Buitenhof is an interactive experience that enables mural visitors to connect with residents’ personal stories. This intervention was then evaluated, with the results informing reflections on potential project evolution, implications for the field, and recommendations for future initiatives.
The final discussion covers key themes, including the influence of mural art on social connections, the power of authentic storytelling in evoking empathy, the unique challenges of the city as a context for design projects, what “collaboration” means in collaborative projects, and possible future directions and limitations for the project.
To address the research questions, I conducted a literature review and identified two gaps: limited research on gender learning in STEM for ages above 18 and a scarcity of studies on the male perspective. I conducted surveys to address these gaps. One focused on the educational robotics toolkit, utilizing experiences of female Industrial Design Engineering (IDE) bachelor students (aged 18 to 21).
The other survey aimed to understand the male perspective on the current situation in the engineering field. Involving both males and females in crafting the solution creates awareness of the responsibility that everyone plays a role in this situation. It is crucial to emphasize that this thesis does not aim to generate conflict between genders. Instead, its message has the ambition of shaping a world where everyone can choose what they want to do based on their interests, free from gender stereotypes. Furthermore, I defined the design goal of the toolkit based on this message.
The design goal of the toolkit is to make everyone feel involved and comfortable to share their opinion in the group discussion. Encouraging the incorporation of different viewpoints and getting inspired by other people’s ideas. Ultimately, broadens the existing original impression of robotics. To visualise the design goal and validate the final concept, I developed a prototype of an inspirational toolkit with fellow students mainly from the DP3 course in the IDE bachelor program. Since the group assignment of the DP3 course is to design a cleaning robot for the campus. Utilising this toolkit to inspire students in the early stages of robot design can have a positive impact on the design process. I conducted multiple user testings to improve the prototype, considering the interplay of aesthetics, form, user experience and assembly.
Final design HiveMind, I conducted user testing with a group of students to validate whether the after-use effect of the prototype aligns with the design goal. All participants agreed that they feel encouraged and comfortable expressing their ideas, and the toolkit helps them get on the same page. Furthermore, the toolkit improves group discussions in the early stages of the design process, especially when everyone in the group is not familiar with each other. The validation result shows that each participant has a more diverse impression of robots after using the toolkit. However, I observed that the shape of the robot they drew for the assignment still adheres to a traditional representation of how a robot should be. This suggests that future design recommendations could focus on the relationship between picture cognitive association, the impact of different game rules, and using the toolkit before or after hands-on activities.
...
To address the research questions, I conducted a literature review and identified two gaps: limited research on gender learning in STEM for ages above 18 and a scarcity of studies on the male perspective. I conducted surveys to address these gaps. One focused on the educational robotics toolkit, utilizing experiences of female Industrial Design Engineering (IDE) bachelor students (aged 18 to 21).
The other survey aimed to understand the male perspective on the current situation in the engineering field. Involving both males and females in crafting the solution creates awareness of the responsibility that everyone plays a role in this situation. It is crucial to emphasize that this thesis does not aim to generate conflict between genders. Instead, its message has the ambition of shaping a world where everyone can choose what they want to do based on their interests, free from gender stereotypes. Furthermore, I defined the design goal of the toolkit based on this message.
The design goal of the toolkit is to make everyone feel involved and comfortable to share their opinion in the group discussion. Encouraging the incorporation of different viewpoints and getting inspired by other people’s ideas. Ultimately, broadens the existing original impression of robotics. To visualise the design goal and validate the final concept, I developed a prototype of an inspirational toolkit with fellow students mainly from the DP3 course in the IDE bachelor program. Since the group assignment of the DP3 course is to design a cleaning robot for the campus. Utilising this toolkit to inspire students in the early stages of robot design can have a positive impact on the design process. I conducted multiple user testings to improve the prototype, considering the interplay of aesthetics, form, user experience and assembly.
Final design HiveMind, I conducted user testing with a group of students to validate whether the after-use effect of the prototype aligns with the design goal. All participants agreed that they feel encouraged and comfortable expressing their ideas, and the toolkit helps them get on the same page. Furthermore, the toolkit improves group discussions in the early stages of the design process, especially when everyone in the group is not familiar with each other. The validation result shows that each participant has a more diverse impression of robots after using the toolkit. However, I observed that the shape of the robot they drew for the assignment still adheres to a traditional representation of how a robot should be. This suggests that future design recommendations could focus on the relationship between picture cognitive association, the impact of different game rules, and using the toolkit before or after hands-on activities.
Play-infused innovation
A playful design to enlarge innovative capacity at VONK
Design/methodology/approach - I adopted a comprehensive approach that delved deep into the intertwined concepts of play and innovation. Through literature reviews, hands-on observations, and user interviews, I aimed to uncover the nuances of these concepts, especially focusing on the overlapping themes of making and creativity.
Findings - My research illuminated the indispensable role of play in fostering attributes like confidence, creativity, problem-solving skills, a sense of belonging, cultural growth, and overall well-being. These findings underscored the potential of integrating play into professional settings to spur innovation. The research resulted in a theoretical framework of the interaction between the creative process and the environment. On this framework the insights from user and expert interviews where plotted, which lead to multifaceted opportunity and threat zones for VONK within this context. Based on these zones a possible roadmap was developed for the coming 10 years, including 5 horizons and playful idea suggestions tailored to the team of VONK to act according to these horizons.
Research limitations/implications - While the research provides valuable insights into the role of play in fostering innovation in office contexts, it is primarily based on the specific context of VONK. The findings might need adaptation when applied to different organizational settings. Also I have struggled with my personal process, as described in the personal reflection, which led to a suboptimal documentation of my findings.
Practical Implications - My insights suggest significant implications for VONK, the innovation hub of Rotterdam. By integrating the principles unearthed in my research, VONK has the potential to transform its space into a vibrant ecosystem that champions learning, experimentation, and innovation. For VONK, the research suggests a focus on co-creation, connecting actors, and project management. Organizing events, such as festivals or business fairs, can also serve as an effective strategy for showcasing achievements and expanding the network.
Value - This research offers a unique perspective on enhancing innovation in office contexts by leveraging the concept of play. It provides actionable insights for organizations like VONK, aiming to foster a more interconnected, innovative, and vibrant environment. The crux of my research lies in its potential to revolutionize the innovation landscape of VONK. By weaving in the principles of play, I believe we can usher in a new era of creativity and innovation, making VONK a beacon for innovators and pioneers.
...
Design/methodology/approach - I adopted a comprehensive approach that delved deep into the intertwined concepts of play and innovation. Through literature reviews, hands-on observations, and user interviews, I aimed to uncover the nuances of these concepts, especially focusing on the overlapping themes of making and creativity.
Findings - My research illuminated the indispensable role of play in fostering attributes like confidence, creativity, problem-solving skills, a sense of belonging, cultural growth, and overall well-being. These findings underscored the potential of integrating play into professional settings to spur innovation. The research resulted in a theoretical framework of the interaction between the creative process and the environment. On this framework the insights from user and expert interviews where plotted, which lead to multifaceted opportunity and threat zones for VONK within this context. Based on these zones a possible roadmap was developed for the coming 10 years, including 5 horizons and playful idea suggestions tailored to the team of VONK to act according to these horizons.
Research limitations/implications - While the research provides valuable insights into the role of play in fostering innovation in office contexts, it is primarily based on the specific context of VONK. The findings might need adaptation when applied to different organizational settings. Also I have struggled with my personal process, as described in the personal reflection, which led to a suboptimal documentation of my findings.
Practical Implications - My insights suggest significant implications for VONK, the innovation hub of Rotterdam. By integrating the principles unearthed in my research, VONK has the potential to transform its space into a vibrant ecosystem that champions learning, experimentation, and innovation. For VONK, the research suggests a focus on co-creation, connecting actors, and project management. Organizing events, such as festivals or business fairs, can also serve as an effective strategy for showcasing achievements and expanding the network.
Value - This research offers a unique perspective on enhancing innovation in office contexts by leveraging the concept of play. It provides actionable insights for organizations like VONK, aiming to foster a more interconnected, innovative, and vibrant environment. The crux of my research lies in its potential to revolutionize the innovation landscape of VONK. By weaving in the principles of play, I believe we can usher in a new era of creativity and innovation, making VONK a beacon for innovators and pioneers.
Trace visualizations have been used to analyze user behaviors. Visualizing traces of previous users unlocks possibilities of enhancing curiosity and meaningful exploration of the space, which could inspire more association about use scenarios and a deeper understanding of the spatial properties, and eventually benefit the evaluation outcomes.
This project explored the influences of visualizing human traces on users’ explorative behaviors in virtual reality space. We started with conducting interviews with urban designers to understand the utilization of traces in the processes of public space design and their perspectives regarding implementing trace visualizations to support public space design evaluation. Insights from the interview informed the selection of traces for the experiment including user pathways, gathering situation, full-body motion, and space atmosphere. Subsequently, we integrated trace visualizations into a VR shopping street and conducted the experiment with 20 participants to evaluate the impacts of each trace visualization on user exploration. The outcomes from interviews and operational activities undertaken by participants revealed exploration patterns associated with each type of the trace visualizations and related findings concerning user perceptions of the trace visualizations. The project concluded with the implications for implementing trace visualizations in VR environments and the limitations of the research. ...
Trace visualizations have been used to analyze user behaviors. Visualizing traces of previous users unlocks possibilities of enhancing curiosity and meaningful exploration of the space, which could inspire more association about use scenarios and a deeper understanding of the spatial properties, and eventually benefit the evaluation outcomes.
This project explored the influences of visualizing human traces on users’ explorative behaviors in virtual reality space. We started with conducting interviews with urban designers to understand the utilization of traces in the processes of public space design and their perspectives regarding implementing trace visualizations to support public space design evaluation. Insights from the interview informed the selection of traces for the experiment including user pathways, gathering situation, full-body motion, and space atmosphere. Subsequently, we integrated trace visualizations into a VR shopping street and conducted the experiment with 20 participants to evaluate the impacts of each trace visualization on user exploration. The outcomes from interviews and operational activities undertaken by participants revealed exploration patterns associated with each type of the trace visualizations and related findings concerning user perceptions of the trace visualizations. The project concluded with the implications for implementing trace visualizations in VR environments and the limitations of the research.
Growing the Movement
Supporting citizens in joining the bottom-up participation landscape
Right now there is a growing movement in the Netherlands where municipalities want to embrace bottom-up initiatives and give the citizens the opportunity to contribute in shaping the city through participation. Citizens are invited to express their opinion or to receive support for their own ideas.
The citizens themselves have to take action to make bottom-up participation happen. However, many citizens are not familiar with the possibilities. As a result, only a small number of citizens participate. Most of the power of participation falls in their hands. This leads to outcomes that are non-inclusive and are often only beneficial for this select group of citizens.
There is, however, a growing group of people who are indeed interested in bottom-up participation but do not act on it as they experience too much resistance and too many obstacles. An opportunity can be found in enabling these interested but inactive citizens to get familiar with initiative information and take action towards durable bottom-up participation. The aim of this project is, therefore, to carefully navigate the present obstacles and explore how to address them with design.
The exploration consists of iterative design sprints combined with the research through design approach, which allows me to chart the citizens participation landscape in a practical and experimental way.
Research through design is the main approach of the thesis in order to get as close to the experienced obstacles as possible. On the basis of fast iterative design sprints several prototypes are tested that actively involve stakeholders. The prototypes are tools to navigate deeper into the context, gain insights and create a clear foundation for the final design.
The knowledge gained through the explorative design sprints ultimately give shape to the following design goal: Design a tool that can enable interested but inactive citizens to get familiar with initiative information and take action towards a durable initiative.
The goal results in Growing the Movement, which is a new participatory tool that guides interested citizens through the biodiversity initiative landscape and its possibilities. Through the tool citizens will acquire a personalized set of cards. The cards will guide them step by step through the multitude of information and invites them to take action in form of biodiversity initiatives. By interacting with the cards the user will be introduced to the possibilities of bottom-up participation. They will be educated and supported in taking biodiversity action to influence their own local environment. ...
Right now there is a growing movement in the Netherlands where municipalities want to embrace bottom-up initiatives and give the citizens the opportunity to contribute in shaping the city through participation. Citizens are invited to express their opinion or to receive support for their own ideas.
The citizens themselves have to take action to make bottom-up participation happen. However, many citizens are not familiar with the possibilities. As a result, only a small number of citizens participate. Most of the power of participation falls in their hands. This leads to outcomes that are non-inclusive and are often only beneficial for this select group of citizens.
There is, however, a growing group of people who are indeed interested in bottom-up participation but do not act on it as they experience too much resistance and too many obstacles. An opportunity can be found in enabling these interested but inactive citizens to get familiar with initiative information and take action towards durable bottom-up participation. The aim of this project is, therefore, to carefully navigate the present obstacles and explore how to address them with design.
The exploration consists of iterative design sprints combined with the research through design approach, which allows me to chart the citizens participation landscape in a practical and experimental way.
Research through design is the main approach of the thesis in order to get as close to the experienced obstacles as possible. On the basis of fast iterative design sprints several prototypes are tested that actively involve stakeholders. The prototypes are tools to navigate deeper into the context, gain insights and create a clear foundation for the final design.
The knowledge gained through the explorative design sprints ultimately give shape to the following design goal: Design a tool that can enable interested but inactive citizens to get familiar with initiative information and take action towards a durable initiative.
The goal results in Growing the Movement, which is a new participatory tool that guides interested citizens through the biodiversity initiative landscape and its possibilities. Through the tool citizens will acquire a personalized set of cards. The cards will guide them step by step through the multitude of information and invites them to take action in form of biodiversity initiatives. By interacting with the cards the user will be introduced to the possibilities of bottom-up participation. They will be educated and supported in taking biodiversity action to influence their own local environment.
...
Decreasing multisensory nuisance in an open office
Researching and designing for the experience of office users
Knitted Smart Textile Sensors
Integrating technlogy into garments by using knitting
Improving Work-From-Home Satisfaction During COVID-19
Helping homeworkers manage work and family together for better work-from-home satisfaction
Slimmer dimmer
A case of inclusive smart home design
Neither of the two types of smart home systems offer sufficient support for being used and adapted by multiple users with varying needs and skills (such as different family members or roommates). This project investigates how a smart home may combine the control and flexibility of an open source platform with the convenience of a proprietary service-based system, while inclusively catering to a diverse group of inhabitants. See an interactive summary here: graduation.emilflach.com ...
Neither of the two types of smart home systems offer sufficient support for being used and adapted by multiple users with varying needs and skills (such as different family members or roommates). This project investigates how a smart home may combine the control and flexibility of an open source platform with the convenience of a proprietary service-based system, while inclusively catering to a diverse group of inhabitants. See an interactive summary here: graduation.emilflach.com
Exploration of perceived space enlargement with mirrors in pedestrian tunnel
A case study of Maastunnel
The keystone to the problem raised is reckoned to be the understanding of the space perception in a pedestrian tunnel and how the mirrors can alter the perceived space. A dozen of visual elements in space perception are identified through the literature survey. With the understanding to mirror perception, a handful of visual cues are selected for further step evaluation. The evaluation includes a questionnaire showing 24 photos of pedestrian tunnels to be rated. Through the survey, the correlation between the perceived visual cues and the sense of spaciousness is analysed. The visual cues correlate with the sense of spaciousness from strong to weak are the width, the height, the cleanness, the brightness of the tunnel and the reflectivity of the wall.
Thanks to the lighting simulation software Dialux, several attempts of using mirrors to alter the visual cues were made readily. The exploration reveals two most promising ways of using mirrors in a pedestrian tunnel: mirrors as the Space Doubler and mirrors as the Light Splasher. These two ways of mirror usage are put to test in scale models. Regarding the Space Doubler, it is firstly found that putting mirrors on the ceiling, referred as catoptric-heightening, may significantly enlarge the perceived space, resulting in a more open and spacious tunnel. A similar but less potent effect is also found when putting mirrors on the lower part of the walls (referred as catoptric-widening) to extend the perceived width. The observers reported feelings of disturbing and dirtiness when perceiving the catoptric-widening mirrors in a pedestrian tunnel. Regarding the Light Splasher, the experiment reveals that the mirror-induced brilliance, or reflected-brilliance, can effectively increase the brightness of the space. Contastly, the complex lighting pattern created by reflection ( reflected-deflection) is not beneficial. However, it is found that the associability plays a more significant role in the perception to a space with brilliance. The observers are likely to associate the reflected-brilliance with the starry sky henceforth they perceive a higher ceiling.
According to the above findings, a list of design guidelines is formulated. The design guidelines lists almost 19 dos and don’ts, corresponds to a dozen different aspects such as openness, spaciousness, aesthetics, privacy, security, etc. This project has made a self-evaluation to the design guidelines by making a design according to which. The prototype of the design has shown the strength of the guidelines meanwhile revealing the inadequacy of the current version. The guidelines are considered useful in the early stages of design process while it lacks of guides related to the size and variation of mirrors. To further develop the guidelines into a more comprehensive version, a dynamic or fully-immersive environment is suggested as the necessary future works.
...
The keystone to the problem raised is reckoned to be the understanding of the space perception in a pedestrian tunnel and how the mirrors can alter the perceived space. A dozen of visual elements in space perception are identified through the literature survey. With the understanding to mirror perception, a handful of visual cues are selected for further step evaluation. The evaluation includes a questionnaire showing 24 photos of pedestrian tunnels to be rated. Through the survey, the correlation between the perceived visual cues and the sense of spaciousness is analysed. The visual cues correlate with the sense of spaciousness from strong to weak are the width, the height, the cleanness, the brightness of the tunnel and the reflectivity of the wall.
Thanks to the lighting simulation software Dialux, several attempts of using mirrors to alter the visual cues were made readily. The exploration reveals two most promising ways of using mirrors in a pedestrian tunnel: mirrors as the Space Doubler and mirrors as the Light Splasher. These two ways of mirror usage are put to test in scale models. Regarding the Space Doubler, it is firstly found that putting mirrors on the ceiling, referred as catoptric-heightening, may significantly enlarge the perceived space, resulting in a more open and spacious tunnel. A similar but less potent effect is also found when putting mirrors on the lower part of the walls (referred as catoptric-widening) to extend the perceived width. The observers reported feelings of disturbing and dirtiness when perceiving the catoptric-widening mirrors in a pedestrian tunnel. Regarding the Light Splasher, the experiment reveals that the mirror-induced brilliance, or reflected-brilliance, can effectively increase the brightness of the space. Contastly, the complex lighting pattern created by reflection ( reflected-deflection) is not beneficial. However, it is found that the associability plays a more significant role in the perception to a space with brilliance. The observers are likely to associate the reflected-brilliance with the starry sky henceforth they perceive a higher ceiling.
According to the above findings, a list of design guidelines is formulated. The design guidelines lists almost 19 dos and don’ts, corresponds to a dozen different aspects such as openness, spaciousness, aesthetics, privacy, security, etc. This project has made a self-evaluation to the design guidelines by making a design according to which. The prototype of the design has shown the strength of the guidelines meanwhile revealing the inadequacy of the current version. The guidelines are considered useful in the early stages of design process while it lacks of guides related to the size and variation of mirrors. To further develop the guidelines into a more comprehensive version, a dynamic or fully-immersive environment is suggested as the necessary future works.
Public bikes are viewed as a design opportunity for use as data providers to citizens for several reasons. They are located throughout the city, so will be viewed in the entire city. Because of their movement, the bikes serve as an interesting communicator of location-based data. The bike can show data about the environment of the location in which it is currently situated. Public bikes have become more visible in the Dutch urban landscape and are increasingly present in, especially, Amsterdam and Rotterdam. This project is based in the city Rotterdam, more specifically the district Delfshaven.
The design space for this subject was explored through three sections: data, bike interface and social perception. Each of the three sections was explored individually. The sections were explored through literature research, benchmarking on other projects, quick prototyping and small user tests. Based on this research, several parameters were presented for consideration in a final design.
Through design explorations, interdependencies between the presented parameters were determined. A creative session with design students was held where the use of the design space and the interdependencies between the sections as a design tool was tested. Based on the feedback of the creative session, a design tool for designing city-wide open data displays with connected bikes was created. The design tool was evaluated by the creation of three design examples.
Together, the design space and tool form a design framework that will provide guidance to designers that will tackle this subject in the future. The created design examples give an impression of the possibilities when designing for this subject.
From here, the design framework should be completed further by mapping and describing financial and technical feasibility. Furthermore, the design tool should be further evaluated by other designers. Lastly, as this project was conceived of as an exploratory one, the goal was not the thorough testing and subsequent realisation of one concept. Therefore, the actual effects that such a design could have in a neighbourhood are still unknown and should be explored further. ...
Public bikes are viewed as a design opportunity for use as data providers to citizens for several reasons. They are located throughout the city, so will be viewed in the entire city. Because of their movement, the bikes serve as an interesting communicator of location-based data. The bike can show data about the environment of the location in which it is currently situated. Public bikes have become more visible in the Dutch urban landscape and are increasingly present in, especially, Amsterdam and Rotterdam. This project is based in the city Rotterdam, more specifically the district Delfshaven.
The design space for this subject was explored through three sections: data, bike interface and social perception. Each of the three sections was explored individually. The sections were explored through literature research, benchmarking on other projects, quick prototyping and small user tests. Based on this research, several parameters were presented for consideration in a final design.
Through design explorations, interdependencies between the presented parameters were determined. A creative session with design students was held where the use of the design space and the interdependencies between the sections as a design tool was tested. Based on the feedback of the creative session, a design tool for designing city-wide open data displays with connected bikes was created. The design tool was evaluated by the creation of three design examples.
Together, the design space and tool form a design framework that will provide guidance to designers that will tackle this subject in the future. The created design examples give an impression of the possibilities when designing for this subject.
From here, the design framework should be completed further by mapping and describing financial and technical feasibility. Furthermore, the design tool should be further evaluated by other designers. Lastly, as this project was conceived of as an exploratory one, the goal was not the thorough testing and subsequent realisation of one concept. Therefore, the actual effects that such a design could have in a neighbourhood are still unknown and should be explored further.
According to Van der Graaf (2009) the solution is not to understand how to solve the social cohesion, but to research the actual causes of this lack of social cohesion. The changes in spatial elements and social structure that gentrification implies, lead to a decreased or even a disappeared attachment to the neighborhood. The aim of this master thesis is to investigate how the feeling home of residents in neighborhoods that are being transformed could be improved. A research through design approach has been used to perform this research. This research provides a new perspective on how policymakers can deal with the negative effects of gentrification.
A conceptual framework of the feeling home is developed to understand how to research the feeling home in neighborhoods. Spangen is characterized as a gentrified neighborhood with a diversity of people and high involvement. Although it seems that the high involvement solves the problems with gentrification in Spangen, it reinforces the gap between strong (close friend) and weak ties (acquaintance) in Spangen. This high involvement is often the result of the effort of particular groups (strong ties) that are not representative for the neighborhood. There are also residents that do not even have weak ties in the neighborhood. This gap explains also why public spaces in Spangen are often (partly) appropriated by one group. A group with strong ties that excludes others from using the place.
This gap is visible when a citizen’s initiative is requested for this public space. The groups that initiate the initiative usually operate individual and that often results in social exclusion and conflict. Other residents are not satisfied with their share in the process or even not aware of the possibilities to be involved. Therefore, the design aims to make the development process of a citizen’s initiative in public space accessible for interested residents to create representative public support for the initiative.
The BuurThuis concept shows that by making participating more accessible, people are able to appropriate the place and to explain their needs towards the place and the place. Since both aspects are needed to feel home, BuurThuis presents a participation tool that stimulates the feeling home. BuurThuis shows that is not always needed to foster real-life interaction between people in contrary what most policymakers strive for. The insights of this research support the research of Van der Graaf (2009) that advices governments to focus on supporting neighborhoods to live together instead of directly connecting people.
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According to Van der Graaf (2009) the solution is not to understand how to solve the social cohesion, but to research the actual causes of this lack of social cohesion. The changes in spatial elements and social structure that gentrification implies, lead to a decreased or even a disappeared attachment to the neighborhood. The aim of this master thesis is to investigate how the feeling home of residents in neighborhoods that are being transformed could be improved. A research through design approach has been used to perform this research. This research provides a new perspective on how policymakers can deal with the negative effects of gentrification.
A conceptual framework of the feeling home is developed to understand how to research the feeling home in neighborhoods. Spangen is characterized as a gentrified neighborhood with a diversity of people and high involvement. Although it seems that the high involvement solves the problems with gentrification in Spangen, it reinforces the gap between strong (close friend) and weak ties (acquaintance) in Spangen. This high involvement is often the result of the effort of particular groups (strong ties) that are not representative for the neighborhood. There are also residents that do not even have weak ties in the neighborhood. This gap explains also why public spaces in Spangen are often (partly) appropriated by one group. A group with strong ties that excludes others from using the place.
This gap is visible when a citizen’s initiative is requested for this public space. The groups that initiate the initiative usually operate individual and that often results in social exclusion and conflict. Other residents are not satisfied with their share in the process or even not aware of the possibilities to be involved. Therefore, the design aims to make the development process of a citizen’s initiative in public space accessible for interested residents to create representative public support for the initiative.
The BuurThuis concept shows that by making participating more accessible, people are able to appropriate the place and to explain their needs towards the place and the place. Since both aspects are needed to feel home, BuurThuis presents a participation tool that stimulates the feeling home. BuurThuis shows that is not always needed to foster real-life interaction between people in contrary what most policymakers strive for. The insights of this research support the research of Van der Graaf (2009) that advices governments to focus on supporting neighborhoods to live together instead of directly connecting people.
Ahrend Portrait
A design to foster interdisciplinary prosocial behaviors in office environments
Firstly, a literature study, two brain writing sessions and a focus group on prosocial behavior at work were executed to define various ways of- and incentives for these behaviors. These studies have shown that, in order for extra-role prosocial behaviors to occur more frequently, the most substantiated strategy is to invest in the improvement of collegial relationships across disciplines.
This leads to the second theme, interdisciplinary bonding at work. Interdisciplinary bonding encounters challenges due to differences in interests and practices. These differences are rooted within the organization’s culture. A literature- and generative study is performed, consisting of a questionnaire, interviews and observations, on cultural differences in organizations. These studies have shown that a common ritual can function as a way to enhance interdisciplinary bonding. A creative co-design session with an interdisciplinary group of participants resulted in the definition of four design strategies to strengthen interdisciplinary bonding in office environments.
The aim of fostering prosocial behaviors in office environments requires a sustainable change in routines and behaviors from the people in that environment. Research on the third theme, behavior change at work, has shown that for certain target behavior to happen, a person must have sufficient motivation, sufficient ability, and an effective trigger. Furthermore, the involvement of employees, for instance by allowing environment personalization, can have a positive effect on positive attitudes towards change. In addition, one can not neglect people’s different characters and their naturally different responses towards change. Three behavioral personas were defined in order to take these differences into account. Thereafter, the four defined design strategies are analyzed based on the above mentioned essentials for a sustainable change in behavior. As a result, the most viable design strategy is finding common ground in personal interests through environment personalization. The desired interaction consists of a ‘sharing’ and a ‘caring’ part. The design should facilitate employees to share personal interests, and for other employees to care for these interests. Three intervention iterations in context were performed based on the desired interaction. These interventions have shown that the development of genuine interest in one another is most important for sustainable change towards prosocial behavior. This led to the design goal: motivating knowledge workers to develop genuine interest in interdisciplinary colleagues. A benchmark analysis of existing interactions was performed to define the unique perspective of this desired interaction.
The conclusion from this benchmark analysis resulted in a definition of a product-service-system for Ahrend: the Ahrend Portrait. The Ahrend Portrait allows employees to visually portray their interest on the walls of their organization to personalize their work environment. Furthermore, it allows employees to develop interest in the portrayed interests on the wall by interacting with them. The concept combines the benefits of digital interactions (bridging distance) with benefits of the physical interactions (explicit and passive). Different use case scenarios of the concept describe the opportunities for interdisciplinary bonding and prosocial initiatives. In order to find backing for the effect of this concept, two validation tests were performed at two different offices. The results of these validation tests suggest that the concept is capable of fostering interdisciplinary bonding and attentive, prosocial, behaviors. Furthermore, the concept inherits the potential to lower communication thresholds and increase mutual understanding and tolerance in organizations.
From here, multiple validation tests are required, for a longer period of time, to prove its positive effect on prosocial behaviors in offices. Furthermore, further research has to show how misuse of the concept can be prevented, whether the incentive to interact with the concept is self sustaining and what the most effective way is to introduce the concept in offices. ...
Firstly, a literature study, two brain writing sessions and a focus group on prosocial behavior at work were executed to define various ways of- and incentives for these behaviors. These studies have shown that, in order for extra-role prosocial behaviors to occur more frequently, the most substantiated strategy is to invest in the improvement of collegial relationships across disciplines.
This leads to the second theme, interdisciplinary bonding at work. Interdisciplinary bonding encounters challenges due to differences in interests and practices. These differences are rooted within the organization’s culture. A literature- and generative study is performed, consisting of a questionnaire, interviews and observations, on cultural differences in organizations. These studies have shown that a common ritual can function as a way to enhance interdisciplinary bonding. A creative co-design session with an interdisciplinary group of participants resulted in the definition of four design strategies to strengthen interdisciplinary bonding in office environments.
The aim of fostering prosocial behaviors in office environments requires a sustainable change in routines and behaviors from the people in that environment. Research on the third theme, behavior change at work, has shown that for certain target behavior to happen, a person must have sufficient motivation, sufficient ability, and an effective trigger. Furthermore, the involvement of employees, for instance by allowing environment personalization, can have a positive effect on positive attitudes towards change. In addition, one can not neglect people’s different characters and their naturally different responses towards change. Three behavioral personas were defined in order to take these differences into account. Thereafter, the four defined design strategies are analyzed based on the above mentioned essentials for a sustainable change in behavior. As a result, the most viable design strategy is finding common ground in personal interests through environment personalization. The desired interaction consists of a ‘sharing’ and a ‘caring’ part. The design should facilitate employees to share personal interests, and for other employees to care for these interests. Three intervention iterations in context were performed based on the desired interaction. These interventions have shown that the development of genuine interest in one another is most important for sustainable change towards prosocial behavior. This led to the design goal: motivating knowledge workers to develop genuine interest in interdisciplinary colleagues. A benchmark analysis of existing interactions was performed to define the unique perspective of this desired interaction.
The conclusion from this benchmark analysis resulted in a definition of a product-service-system for Ahrend: the Ahrend Portrait. The Ahrend Portrait allows employees to visually portray their interest on the walls of their organization to personalize their work environment. Furthermore, it allows employees to develop interest in the portrayed interests on the wall by interacting with them. The concept combines the benefits of digital interactions (bridging distance) with benefits of the physical interactions (explicit and passive). Different use case scenarios of the concept describe the opportunities for interdisciplinary bonding and prosocial initiatives. In order to find backing for the effect of this concept, two validation tests were performed at two different offices. The results of these validation tests suggest that the concept is capable of fostering interdisciplinary bonding and attentive, prosocial, behaviors. Furthermore, the concept inherits the potential to lower communication thresholds and increase mutual understanding and tolerance in organizations.
From here, multiple validation tests are required, for a longer period of time, to prove its positive effect on prosocial behaviors in offices. Furthermore, further research has to show how misuse of the concept can be prevented, whether the incentive to interact with the concept is self sustaining and what the most effective way is to introduce the concept in offices.