S.C. Pont
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37 records found
1
Mapping Parameter Space Using Human Detection Metrics
A Quasi-Monte Carlo Approach to Camouflage Optimization
This thesis introduces an alternative method that captures human detection performance via a sampling process across a continuous N-dimensional parameter space, where each parameter combination defines a unique camouflage pattern (in this study N = 4). The corresponding human response is then modelled as a noisy observation from an underlying latent detection-difficulty function, allowing the modelling of how individual parameters and parameter interactions shape overall detectability.
Blender’s render software and Python API integration were used to generate a large volume of fully synthetic, parametrically defined stimulus samples (18000 unique images in total). Since fully synthetic camouflage visualizations can be generated with precise, granular control and at negligible cost, this approach enables dense, non-repeating, human-in-the-loop sampling across multidimensional parameter variations. This study shows evidence that a machine learning model can map the parameter space and predict camouflage performance. We also provide recommendations which should enable a significant improvement in model accuracy and reduce the number of trials needed to reach saturation, as well as suggestions for other areas where this method and tool can be applied
...
This thesis introduces an alternative method that captures human detection performance via a sampling process across a continuous N-dimensional parameter space, where each parameter combination defines a unique camouflage pattern (in this study N = 4). The corresponding human response is then modelled as a noisy observation from an underlying latent detection-difficulty function, allowing the modelling of how individual parameters and parameter interactions shape overall detectability.
Blender’s render software and Python API integration were used to generate a large volume of fully synthetic, parametrically defined stimulus samples (18000 unique images in total). Since fully synthetic camouflage visualizations can be generated with precise, granular control and at negligible cost, this approach enables dense, non-repeating, human-in-the-loop sampling across multidimensional parameter variations. This study shows evidence that a machine learning model can map the parameter space and predict camouflage performance. We also provide recommendations which should enable a significant improvement in model accuracy and reduce the number of trials needed to reach saturation, as well as suggestions for other areas where this method and tool can be applied
Interacting with changing modern art
An interactive Mixed Reality museum experience with Effingham I
This project attempts to make this human-nature connection visible, through the medium of air. It is all around us, and while the biggest part of the "outdoors" stays there, air manages to creep through cracks and holes of our buildings, providing a bridge between in- and outside. Next to that, as air is invisible, people are not aware of this connection between in and out, functioning as a metaphore. The challenge is to make the invisible visible, and use the changes in environmental air pressure to power a kinetic art piece. It will be ever changing, moving with the flow of the weather, showing the transience of nature.
The artist/designer Arjen Witteveen (atelierAW) aims to bridge this gap and inspire people with an art piece to feel more connected to their environment and get a feel for the environmental air pressure as a natural phenomenon.
This report will attempt to provide an advice on how to best achieve such an artwork. The physical principles of air are analysed, after which gradually evolving experimental setups are constructed to eventually turn into a user tested prototype. All this to gain an insight into the many challenges there are on the way to such an artwork. The report will finish with a list of recommendations to the client (Arjen Witteveen), so that he can continue the development of this installation.
...
This project attempts to make this human-nature connection visible, through the medium of air. It is all around us, and while the biggest part of the "outdoors" stays there, air manages to creep through cracks and holes of our buildings, providing a bridge between in- and outside. Next to that, as air is invisible, people are not aware of this connection between in and out, functioning as a metaphore. The challenge is to make the invisible visible, and use the changes in environmental air pressure to power a kinetic art piece. It will be ever changing, moving with the flow of the weather, showing the transience of nature.
The artist/designer Arjen Witteveen (atelierAW) aims to bridge this gap and inspire people with an art piece to feel more connected to their environment and get a feel for the environmental air pressure as a natural phenomenon.
This report will attempt to provide an advice on how to best achieve such an artwork. The physical principles of air are analysed, after which gradually evolving experimental setups are constructed to eventually turn into a user tested prototype. All this to gain an insight into the many challenges there are on the way to such an artwork. The report will finish with a list of recommendations to the client (Arjen Witteveen), so that he can continue the development of this installation.
Positive listening experiences for intensive care patients
A listener-centric, need-based approach to ICU soundscape design
Using light to motivate a physically active lifestyle
A Master graduation thesis in collaboration with Hola Studio, Rotterdam
Selective Reflections
A light and sound installation using spectral tuning to play with depth perception
From the experimentation phase, three design directions emerged, with the idea of projecting coloured visuals on multiple layers of semi-transparent textile standing out. Tuning the projection in terms of colour and timing allowed visuals to move between the textile layers. By integrating storytelling into the concept a design brief emerged. However, during the development of the first concept, the design brief missed focus, leading to more complex ideas. Emphasizing communication, the focus shifted to conveying how spectral tuning can influence depth perception in the current setup. This resulted in the emergence of concept 2 with a simplified design involving two layers of textile and a projector.
A preliminary test of concept 2 revealed a need for additional information to enhance understanding and appreciation. The addition of an illustrative introduction before experiencing the installation, significantly improved attributes such as perceived depth, beauty, immersion, engagement, and coherence. These insights guided refinements in the final design, including a shortened visual narrative, added audio for increased engagement, and an elaborate exhibition space design. Attention was consistently committed to communication at various levels.
A final validation test produced varied results but consistently high scores on every attribute. Feedback and recommendations from the test were wellreceived, eliminating ambiguities. Even individuals outside the test expressed enjoyment of the experience. Despite the project’s initially broad scope, a focused approach, particularly in communication, developed in a final design that communicates clearly and evokes joy and interest in viewers. ...
From the experimentation phase, three design directions emerged, with the idea of projecting coloured visuals on multiple layers of semi-transparent textile standing out. Tuning the projection in terms of colour and timing allowed visuals to move between the textile layers. By integrating storytelling into the concept a design brief emerged. However, during the development of the first concept, the design brief missed focus, leading to more complex ideas. Emphasizing communication, the focus shifted to conveying how spectral tuning can influence depth perception in the current setup. This resulted in the emergence of concept 2 with a simplified design involving two layers of textile and a projector.
A preliminary test of concept 2 revealed a need for additional information to enhance understanding and appreciation. The addition of an illustrative introduction before experiencing the installation, significantly improved attributes such as perceived depth, beauty, immersion, engagement, and coherence. These insights guided refinements in the final design, including a shortened visual narrative, added audio for increased engagement, and an elaborate exhibition space design. Attention was consistently committed to communication at various levels.
A final validation test produced varied results but consistently high scores on every attribute. Feedback and recommendations from the test were wellreceived, eliminating ambiguities. Even individuals outside the test expressed enjoyment of the experience. Despite the project’s initially broad scope, a focused approach, particularly in communication, developed in a final design that communicates clearly and evokes joy and interest in viewers.
Grounded in the principles of salutogenic, biophilic, and human-centric design, the system aims to go beyond traditional functional lighting by integrating with natural circadian rhythms to support psychological and physiological well-being. The development process involved in-depth analysis, concept exploration, and multiple design iterations—culminating in a high-fidelity prototype that provides customizable, adaptive lighting to suit users' changing needs throughout the day.
The final design is a modular lighting system that offers both optimal light intensity and meaningful biophilic animations, enhancing concentration, mood, and overall health. It provides a unique blend of functional and aesthetic benefits, addressing not only the technical requirements of lighting but also offering nature-inspired visual effects that foster a sense of calm and connection to the natural world.
In conclusion, this project demonstrates the potential of smart lighting systems to transform indoor environments into healthier, more adaptive spaces. Future work will explore scalability, integration with other smart building technologies, and extended user testing to further validate the system's effectiveness across diverse environments. ...
Grounded in the principles of salutogenic, biophilic, and human-centric design, the system aims to go beyond traditional functional lighting by integrating with natural circadian rhythms to support psychological and physiological well-being. The development process involved in-depth analysis, concept exploration, and multiple design iterations—culminating in a high-fidelity prototype that provides customizable, adaptive lighting to suit users' changing needs throughout the day.
The final design is a modular lighting system that offers both optimal light intensity and meaningful biophilic animations, enhancing concentration, mood, and overall health. It provides a unique blend of functional and aesthetic benefits, addressing not only the technical requirements of lighting but also offering nature-inspired visual effects that foster a sense of calm and connection to the natural world.
In conclusion, this project demonstrates the potential of smart lighting systems to transform indoor environments into healthier, more adaptive spaces. Future work will explore scalability, integration with other smart building technologies, and extended user testing to further validate the system's effectiveness across diverse environments.
Nature's Luminous Dreamscape
An illuminating organza sculpture eliciting an awe experience
To start and give direction to the project, the Material Driven Design (MDD) method was used. Moreover, a literature review about awe, organza, light and light-material interactions was carried out. Besides, three separate experiments were conducted involving 22 participants in order to find which variables of organza and lighting would elicit what emotions, what rate of a visual awe experience and what meanings/associations by using an adapted version of the Experiential Characterization toolkit from the MDD method.
The results of the three experiments showed that high-intensity red and blue lighting colours, a hole-patterned organza construction and the room's lighting turned off elicits the highest rating of the awe experience.
The final light sculpture – made from organza with circular patterned holes, high-intensity red and blue lighting and projections of storytelling dynamic light textures – elicits a visual awe experience of different intensities during one loop of three light textures.
The process of designing this installation serves as a case study demonstrating how the interplay of light and organza can evoke awe and enhance people's experiences, potentially leading to benefits such as increased state of focused attention and awareness on the present moment and improved psychological well-being. ...
To start and give direction to the project, the Material Driven Design (MDD) method was used. Moreover, a literature review about awe, organza, light and light-material interactions was carried out. Besides, three separate experiments were conducted involving 22 participants in order to find which variables of organza and lighting would elicit what emotions, what rate of a visual awe experience and what meanings/associations by using an adapted version of the Experiential Characterization toolkit from the MDD method.
The results of the three experiments showed that high-intensity red and blue lighting colours, a hole-patterned organza construction and the room's lighting turned off elicits the highest rating of the awe experience.
The final light sculpture – made from organza with circular patterned holes, high-intensity red and blue lighting and projections of storytelling dynamic light textures – elicits a visual awe experience of different intensities during one loop of three light textures.
The process of designing this installation serves as a case study demonstrating how the interplay of light and organza can evoke awe and enhance people's experiences, potentially leading to benefits such as increased state of focused attention and awareness on the present moment and improved psychological well-being.
Co-designing vibrations without vision and hearing
Using cross-modal perception to support communication with people with deafblindness
By involving the haptic experts, mobile applications using vibrotactile communication can become more inclusive for all users.
This thesis addresses the challenge of usability versus flexibility when co-designing with haptic experts. The goal is to establish an equal level of control among all co-designers, including the haptic experts. To achieve this, Shape2Vibe has been developed by using a research-through-design approach. The design process drew inspiration from cross-modal perception. Moreover, clay modelling experiments were conducted for creating embodiments of four dinstinct basic vibration effects from Adafruit’s haptic motor library.
Shape2Vibe has proved effective in facilitating communication during the co-design process, enabling participants to express their ideas through the positioning of blocks. Equal control is ensured for all co-designers because communication for all participants is brought to the same level. The four shapes representing basic vibration effects adequately support co-design sessions for everyday design cases, such as fire alarms.
However, designing vibrations to convey emotions or association-based scenarios requires additional communication and a more layered approach due to the context dependent nature of emotions. Therefore, it is recommended to further research wether more association based shapes facilitate more abstract design cases.
Overall, this thesis contributes to the advancement of inclusive designs by assisting other designers in co-designing vibrations with haptic experts. By having involved haptic experts, the research has succeeded in creating an inclusive and usable tool and method useful for applications in the field of vibrotactile communication. ...
By involving the haptic experts, mobile applications using vibrotactile communication can become more inclusive for all users.
This thesis addresses the challenge of usability versus flexibility when co-designing with haptic experts. The goal is to establish an equal level of control among all co-designers, including the haptic experts. To achieve this, Shape2Vibe has been developed by using a research-through-design approach. The design process drew inspiration from cross-modal perception. Moreover, clay modelling experiments were conducted for creating embodiments of four dinstinct basic vibration effects from Adafruit’s haptic motor library.
Shape2Vibe has proved effective in facilitating communication during the co-design process, enabling participants to express their ideas through the positioning of blocks. Equal control is ensured for all co-designers because communication for all participants is brought to the same level. The four shapes representing basic vibration effects adequately support co-design sessions for everyday design cases, such as fire alarms.
However, designing vibrations to convey emotions or association-based scenarios requires additional communication and a more layered approach due to the context dependent nature of emotions. Therefore, it is recommended to further research wether more association based shapes facilitate more abstract design cases.
Overall, this thesis contributes to the advancement of inclusive designs by assisting other designers in co-designing vibrations with haptic experts. By having involved haptic experts, the research has succeeded in creating an inclusive and usable tool and method useful for applications in the field of vibrotactile communication.
Digital manufacturing in lighting design
Brightening nursing homes with natural and lively wall panels
The following design goal elements emerged in this context to improve the well-being of elderly residents. The goal was to incorporate these elements into a lighting system concept that is manifested in a working prototype.
• Bright – Many nursing homes are too dark for the elderly to perform tasks. Vertical illumination may improve the perception of brightness and spaciousness.
• Natural – From the perspective of biophilic design and healing environments, nursing homes could benefit from natural light, shapes, and materials to improve the space’s restorative affordances.
• Lively – From the standpoint of lighting design, nursing homes could benefit from lively elements such as patterns and brilliance to balance the visual aesthetics.
• Pleasant – The aesthetics and light effect should not be annoying because several residents will glance at it daily.
The project started with literature research on lighting and biophilic design, visiting fairs on lighting and 3D printing, and meeting stakeholders from Signify and nursing homes. Prototypes were created iteratively and with increasing fidelity with light sources, cardboard, and 3D printing throughout the project to explore and evaluate ideas. Image-generating AI tools served as inspiration, and parametric design was used to model complex designs. The product experience design was guided by Nine Moments of Product Aesthetics, and the theory of Unity and Variety guided the product experience design in the detailing of the concept.
Livy, the final concept, consists of 3D wall panels and spotlights that together create a nature-inspired light effect. The lighting system increases the perceived brightness of the room by vertical illumination and reflecting diffuse light into the space from vertical wall panels. The light also improves the liveliness and brilliance of the lighting atmosphere by creating dynamic shadows and caustics. Natural materials are introduced through the wooden panels and filaments in a natural shape and pattern. The light is warm white and indirect for a pleasant feel.
A formal validation was conducted with elderly residents (N = 13) in a nursing home. Ratings of brightness, naturalness, liveliness, and pleasantness were rated on a four-point scale. The judgments revealed that the majority of these goal elements were judged positively. The prototype appeared bright (Mean = 3), lively (Mean = 3.2), and pleasant (Mean = 3.5) with the luminaires switched on. Several participants perceived the concept as natural (Mean = 2.4) and referred to natural metaphors. As expected, the brightness was rated significantly higher compared to the luminaires switched off, which was not true for the other ratings.
The project offers valuable insights and a practical example of how digital manufacturing can be used in lighting design within Signify. There is potential for designing illuminated surfaces that combine natural patterns and materials with lighting to create visually appealing spaces. This digital approach also demonstrates opportunities for Signify to develop products that cater to aesthetic preferences and, in particular, lighting needs in a context. Additionally, it identifies opportunities for further steps to make products better reusable or recyclable.
...
The following design goal elements emerged in this context to improve the well-being of elderly residents. The goal was to incorporate these elements into a lighting system concept that is manifested in a working prototype.
• Bright – Many nursing homes are too dark for the elderly to perform tasks. Vertical illumination may improve the perception of brightness and spaciousness.
• Natural – From the perspective of biophilic design and healing environments, nursing homes could benefit from natural light, shapes, and materials to improve the space’s restorative affordances.
• Lively – From the standpoint of lighting design, nursing homes could benefit from lively elements such as patterns and brilliance to balance the visual aesthetics.
• Pleasant – The aesthetics and light effect should not be annoying because several residents will glance at it daily.
The project started with literature research on lighting and biophilic design, visiting fairs on lighting and 3D printing, and meeting stakeholders from Signify and nursing homes. Prototypes were created iteratively and with increasing fidelity with light sources, cardboard, and 3D printing throughout the project to explore and evaluate ideas. Image-generating AI tools served as inspiration, and parametric design was used to model complex designs. The product experience design was guided by Nine Moments of Product Aesthetics, and the theory of Unity and Variety guided the product experience design in the detailing of the concept.
Livy, the final concept, consists of 3D wall panels and spotlights that together create a nature-inspired light effect. The lighting system increases the perceived brightness of the room by vertical illumination and reflecting diffuse light into the space from vertical wall panels. The light also improves the liveliness and brilliance of the lighting atmosphere by creating dynamic shadows and caustics. Natural materials are introduced through the wooden panels and filaments in a natural shape and pattern. The light is warm white and indirect for a pleasant feel.
A formal validation was conducted with elderly residents (N = 13) in a nursing home. Ratings of brightness, naturalness, liveliness, and pleasantness were rated on a four-point scale. The judgments revealed that the majority of these goal elements were judged positively. The prototype appeared bright (Mean = 3), lively (Mean = 3.2), and pleasant (Mean = 3.5) with the luminaires switched on. Several participants perceived the concept as natural (Mean = 2.4) and referred to natural metaphors. As expected, the brightness was rated significantly higher compared to the luminaires switched off, which was not true for the other ratings.
The project offers valuable insights and a practical example of how digital manufacturing can be used in lighting design within Signify. There is potential for designing illuminated surfaces that combine natural patterns and materials with lighting to create visually appealing spaces. This digital approach also demonstrates opportunities for Signify to develop products that cater to aesthetic preferences and, in particular, lighting needs in a context. Additionally, it identifies opportunities for further steps to make products better reusable or recyclable.
This research aims to reduce the amount of light pollution in Amsterdam Noord, a district in Amsterdam, the Netherlands, in the form of a case study. A Design for Darkness strategy, that helps reintroducing darkness into our urban nightscapes (Stone, 2019), is applied to structure this thesis. With the help of a literature review, interviews and observations of the research area, a short term Design for Darkness strategy for Amsterdam Noord can be developed.
The outcomes of this research suggest that the lighting in the green structure in Noord can be turned off, that experiments with lower light levels in residential areas should be conducted, that light nuisance in the form of glare and light trespass should be diminished, and that more lighting plans should focus on a qualitative, perception-based lighting approach, instead of only designing with a quantitative basis. Furthermore, the results indicate that dimming the lighting would be beneficial for the reduction of light pollution, but the lighting system in Amsterdam Noord is currently not fit to apply dimming regimes, and more budget is needed before this system can be applied.
Based on the insights from the Design for Darkness strategy, a list of policy recommendations for Amsterdam Noord is drawn up, and these measures express the need to set up regulations to minimize the causes of light pollution, and to educate people in the public and private sector about ways to preserve darkness. ...
This research aims to reduce the amount of light pollution in Amsterdam Noord, a district in Amsterdam, the Netherlands, in the form of a case study. A Design for Darkness strategy, that helps reintroducing darkness into our urban nightscapes (Stone, 2019), is applied to structure this thesis. With the help of a literature review, interviews and observations of the research area, a short term Design for Darkness strategy for Amsterdam Noord can be developed.
The outcomes of this research suggest that the lighting in the green structure in Noord can be turned off, that experiments with lower light levels in residential areas should be conducted, that light nuisance in the form of glare and light trespass should be diminished, and that more lighting plans should focus on a qualitative, perception-based lighting approach, instead of only designing with a quantitative basis. Furthermore, the results indicate that dimming the lighting would be beneficial for the reduction of light pollution, but the lighting system in Amsterdam Noord is currently not fit to apply dimming regimes, and more budget is needed before this system can be applied.
Based on the insights from the Design for Darkness strategy, a list of policy recommendations for Amsterdam Noord is drawn up, and these measures express the need to set up regulations to minimize the causes of light pollution, and to educate people in the public and private sector about ways to preserve darkness.
Medical 3D visualisation
Designing a better user experience for image-guided surgical planning
Philips, collaborating with Catharina Hospital Eindhoven and Eindhoven University of Technology (TU/e), has an oncology team called Eindhoven MedTech Innovation Centre (e/MTIC), working on a health care innovation regarding Pancreatic cancer enabled by AI (artificial intelligence) and Medical Image Guiding. This graduation project focuses on this pancreas use case; an integrated imaging workstation is being developed using 3D visualisation and enabling AI to enhance the workflow.
This graduation project focuses on improving healthcare professionals' user experience and interaction within an integrated imaging workstation. The project focuses on visually communicating tumour detection and vascular segmentation, resulting in better diagnosis and surgical planning. The aim is to eventually design a visual language (a design language system guideline) to improve the workflow and experience.
A user review was conducted using videos of user tests performed previously in the pancreas use case. This review led to the usability problems and the user needs of the 3D model in the pancreatic use case. A professional critical study was also conducted, revealing the prototype's strengths and weaknesses.
Eventually, a redesign for the 3D model was developed. This model is focused on showing resectability to improve the workflow. Moreover, uncertainty regarding the tumour size and shape is visualised as well.
Additionally, a DLS guideline for similar applications within Philips focused on medical 3D visualisation was designed at the end of this thesis.
Finally, 3D visualisation, enabled by AI, improves the workflow within a medical imaging workstation.
...
Philips, collaborating with Catharina Hospital Eindhoven and Eindhoven University of Technology (TU/e), has an oncology team called Eindhoven MedTech Innovation Centre (e/MTIC), working on a health care innovation regarding Pancreatic cancer enabled by AI (artificial intelligence) and Medical Image Guiding. This graduation project focuses on this pancreas use case; an integrated imaging workstation is being developed using 3D visualisation and enabling AI to enhance the workflow.
This graduation project focuses on improving healthcare professionals' user experience and interaction within an integrated imaging workstation. The project focuses on visually communicating tumour detection and vascular segmentation, resulting in better diagnosis and surgical planning. The aim is to eventually design a visual language (a design language system guideline) to improve the workflow and experience.
A user review was conducted using videos of user tests performed previously in the pancreas use case. This review led to the usability problems and the user needs of the 3D model in the pancreatic use case. A professional critical study was also conducted, revealing the prototype's strengths and weaknesses.
Eventually, a redesign for the 3D model was developed. This model is focused on showing resectability to improve the workflow. Moreover, uncertainty regarding the tumour size and shape is visualised as well.
Additionally, a DLS guideline for similar applications within Philips focused on medical 3D visualisation was designed at the end of this thesis.
Finally, 3D visualisation, enabled by AI, improves the workflow within a medical imaging workstation.
Supporting restoration in the home-work setting
Biophilic design to re-establish the boundaries between work and private life
The amount of people working from home has been increasing. However, working from home has its issues and consequences. The degree to which one experiences recovery from stress and fatigue is limited when working from home, which has consequences on motivation, performance, health, and well-being. The aim of this project was therefore to develop a product that supports restoration during working from home. One way to achieve restoration is described by the Attention Restoration Theory, which poses that interaction with an environment can restore mental fatigue if it meets four properties: 1) a sense of being away, 2) fascination, or effort less attention, 3) extent, or a feeling of immersion, and 4) compatibility and congruence between the person and the environment. If an experience meets these properties, it can have similar restorative powers. User research with homeworkers following the context mapping method revealed where the opportunities for an intervention lie. This user research showed that the four properties of attention restoration were not all met in the current home-work-environment, thereby limiting the possibility for the home-work-environment to be restorative. Especially the sense of being away is limited, due to inability to distance oneself physically as well as psychologically from the workplace. A design direction was defined: re-establishing the borders between work and non-work, and making the switching moments more conscious. Nature is particularly good in meeting the four properties of attention restoration. Besides, nature can reduce stress, and improve mood and wellbeing. Biophilic design takes into account these advantages of nature and translates them into guidelines for design. A red thread throughout the concepting phase of this project is therefore biophilic design. The resulting design of this project is Ecflo, an inflatable lamp that functions as a break-reminder through dynamic light textures. Ecflo creates a liminal moment at the switching moments between work and non-work. Upon the start of a home-work-day the user inflates Ecflo, an interaction functioning as energizer. When it is time for a break, Ecflo moves and creates light effects, drawing the user’s attention away from the screen, towards a moment of fascination. Ecflo creates a conscious decision at this switching moment: continue work, or take a break. This way, it helps in structuring the home-work-day and helps separate work and non-work. Ecflo is restorative in the sense that it creates fascination through random and ephemeral patterns and movements. The design sustains interest, and thereby creates extent. The design is compatible in the sense that it is suitable for working from home and the home environment. However, evaluation study showed that the feeling of being away is limited, as Ecflo does not fully create an escape experience. Evaluation of the concept was done using the Perceived Restorativeness for Activities Scale. However, this scale is not fully suitable for product evaluation. Development of a research method suitable for evaluation of a product’s restorative potential is thus needed to evaluate Ecflo’s restorative potential. For further development of the concept, a functioning model should be made and tested with homeworkers. ...
The amount of people working from home has been increasing. However, working from home has its issues and consequences. The degree to which one experiences recovery from stress and fatigue is limited when working from home, which has consequences on motivation, performance, health, and well-being. The aim of this project was therefore to develop a product that supports restoration during working from home. One way to achieve restoration is described by the Attention Restoration Theory, which poses that interaction with an environment can restore mental fatigue if it meets four properties: 1) a sense of being away, 2) fascination, or effort less attention, 3) extent, or a feeling of immersion, and 4) compatibility and congruence between the person and the environment. If an experience meets these properties, it can have similar restorative powers. User research with homeworkers following the context mapping method revealed where the opportunities for an intervention lie. This user research showed that the four properties of attention restoration were not all met in the current home-work-environment, thereby limiting the possibility for the home-work-environment to be restorative. Especially the sense of being away is limited, due to inability to distance oneself physically as well as psychologically from the workplace. A design direction was defined: re-establishing the borders between work and non-work, and making the switching moments more conscious. Nature is particularly good in meeting the four properties of attention restoration. Besides, nature can reduce stress, and improve mood and wellbeing. Biophilic design takes into account these advantages of nature and translates them into guidelines for design. A red thread throughout the concepting phase of this project is therefore biophilic design. The resulting design of this project is Ecflo, an inflatable lamp that functions as a break-reminder through dynamic light textures. Ecflo creates a liminal moment at the switching moments between work and non-work. Upon the start of a home-work-day the user inflates Ecflo, an interaction functioning as energizer. When it is time for a break, Ecflo moves and creates light effects, drawing the user’s attention away from the screen, towards a moment of fascination. Ecflo creates a conscious decision at this switching moment: continue work, or take a break. This way, it helps in structuring the home-work-day and helps separate work and non-work. Ecflo is restorative in the sense that it creates fascination through random and ephemeral patterns and movements. The design sustains interest, and thereby creates extent. The design is compatible in the sense that it is suitable for working from home and the home environment. However, evaluation study showed that the feeling of being away is limited, as Ecflo does not fully create an escape experience. Evaluation of the concept was done using the Perceived Restorativeness for Activities Scale. However, this scale is not fully suitable for product evaluation. Development of a research method suitable for evaluation of a product’s restorative potential is thus needed to evaluate Ecflo’s restorative potential. For further development of the concept, a functioning model should be made and tested with homeworkers.
On the Painterly Depiction of Materials
An Interdisciplinary Study on the Depiction and Perception of Materials within Paintings
The concept development stage was carried out. It was characterized by a large amount of generating ideas through simultaneously trial and error, testing, searching for the form, application, and proper operation of light. It was a process that combines the features of a structured, methodological approach to the work of an IDE and the work of an artist looking for inspiration and a starting point through continuous experimentation. The stage was completed with the evaluation of the best concepts and the selection of one, which was then subjected to further development and embodiment design.
The result was a wireless lamp designed for indoor and outdoor use. The product directly responds to the needs of the interviewed users who emphasized that despite the installed external lighting, they used additional light sources such as candles, LED lamps, lanterns, etc. The lamp’s purpose is not to fully illuminate, but rather to provide additional or intimate illumination of the surroundings and a space in which the users are located. The lamps allow them to tune the mood and atmosphere, especially in a garden, on a terrace or a balcony. Furthermore, there is full freedom of how to use the lamp. It can stand horizontally, vertically, on the side, however users want, depending on their needs. It is recommended to buy not one, but two or three lamps to achieve optimal flexibility and optimal space illumination possibilities.
...
The concept development stage was carried out. It was characterized by a large amount of generating ideas through simultaneously trial and error, testing, searching for the form, application, and proper operation of light. It was a process that combines the features of a structured, methodological approach to the work of an IDE and the work of an artist looking for inspiration and a starting point through continuous experimentation. The stage was completed with the evaluation of the best concepts and the selection of one, which was then subjected to further development and embodiment design.
The result was a wireless lamp designed for indoor and outdoor use. The product directly responds to the needs of the interviewed users who emphasized that despite the installed external lighting, they used additional light sources such as candles, LED lamps, lanterns, etc. The lamp’s purpose is not to fully illuminate, but rather to provide additional or intimate illumination of the surroundings and a space in which the users are located. The lamps allow them to tune the mood and atmosphere, especially in a garden, on a terrace or a balcony. Furthermore, there is full freedom of how to use the lamp. It can stand horizontally, vertically, on the side, however users want, depending on their needs. It is recommended to buy not one, but two or three lamps to achieve optimal flexibility and optimal space illumination possibilities.
Growing Light
Designing with Bioluminescent Algae
The project approach refers to a double-diamond structure which includes firstly, context research as background knowledge about autonomous driving and HMI. Secondly, an extensive user research involved experts, drivers, and human factors as the core of the study. Thirdly, an Experience Journey Map was developed to set bases for the design definition and Functional requirements, and HMI qualities. The design goal for the project has been based on the research results, aiming to unobtrusively inform drivers about automation status, driving mode and their responsibilities during autonomous driving mode through the HMI, while the driver is performing non-driving related activities. The HMI concepts have been developed according to iterative conceptualization and evaluation phases to conduct experiments with participants evaluating lo-fi prototypes about singular interactions and design elements, collecting conclusions, and highlighting strengths for each concept. Those helped to put together a final concept that includes the best elements of previous phases.
The final design proposal is a holistic experience that incorporates together different HMI options such as ambient lighting, central display, variable windshield dimming, the windshield visual effects and haptic feedback in order to create a complete experience to test with a sample of participants.
The final user tests have been conducted digitally with participants who evaluated the interface of automated driving modes while participants were asked to focus on secondary tasks. The tests showed that the ambient lighting (together with adjustable windshield dimming) of the vehicle certainly helps to set the driver’s mindset and support secondary tasks. The messages on the windshield and 3D glow effects obtained good results in terms of transparency. Drivers, indeed, understood more information about road situations and automation behavior. This encouraging results open horizons to new applications about ambience and visual information. Globally, the new information presented to participants was perceived as pleasant, informative and unobtrusive. Participants accepted the new HMI options with confidence and enthusiasm, although, some aspects of the central display were not fully understood in terms of usability.
In conclusion, the design research conducted in the first part of the project brought a fresh view of the user’s perspective. The insights from the human-centered design approach are extremely useful to investigate the communication to establish between humans and automation. This master thesis also contributed to bring some initial but promising results in the new direction of HMI design for Mediator project. ...
The project approach refers to a double-diamond structure which includes firstly, context research as background knowledge about autonomous driving and HMI. Secondly, an extensive user research involved experts, drivers, and human factors as the core of the study. Thirdly, an Experience Journey Map was developed to set bases for the design definition and Functional requirements, and HMI qualities. The design goal for the project has been based on the research results, aiming to unobtrusively inform drivers about automation status, driving mode and their responsibilities during autonomous driving mode through the HMI, while the driver is performing non-driving related activities. The HMI concepts have been developed according to iterative conceptualization and evaluation phases to conduct experiments with participants evaluating lo-fi prototypes about singular interactions and design elements, collecting conclusions, and highlighting strengths for each concept. Those helped to put together a final concept that includes the best elements of previous phases.
The final design proposal is a holistic experience that incorporates together different HMI options such as ambient lighting, central display, variable windshield dimming, the windshield visual effects and haptic feedback in order to create a complete experience to test with a sample of participants.
The final user tests have been conducted digitally with participants who evaluated the interface of automated driving modes while participants were asked to focus on secondary tasks. The tests showed that the ambient lighting (together with adjustable windshield dimming) of the vehicle certainly helps to set the driver’s mindset and support secondary tasks. The messages on the windshield and 3D glow effects obtained good results in terms of transparency. Drivers, indeed, understood more information about road situations and automation behavior. This encouraging results open horizons to new applications about ambience and visual information. Globally, the new information presented to participants was perceived as pleasant, informative and unobtrusive. Participants accepted the new HMI options with confidence and enthusiasm, although, some aspects of the central display were not fully understood in terms of usability.
In conclusion, the design research conducted in the first part of the project brought a fresh view of the user’s perspective. The insights from the human-centered design approach are extremely useful to investigate the communication to establish between humans and automation. This master thesis also contributed to bring some initial but promising results in the new direction of HMI design for Mediator project.
Designing with dynamic light textures
Enlightening designers
It was found that participants gave relatively the same responses. Additionally, it was found through a principal component analysis that three underlying variables are present in the perception of atmospheres influenced by dynamic light conditions: tenseness, liveliness and detachment. Furthermore, it was confirmed that people are able to distinguish between the perceived atmospheres. Cosiness was not found to be a principal component in our construct. Regarding the workings of the underlying variables found, we found that liveliness is influenced by organisation of shapes in the texture and colour contrasts. Tenseness is influenced by the complexity of individual forms within textures; it is also influenced by colour contrasts. Brilliance contrasts in the texture influence liveliness of a space; sharpness contrasts influence the sense of detachment. Dynamics in the textures, like the rate of change, influence both the liveliness and tenseness axes and might influence the detachment axis. The findings of the experiments and analyses were used to develop a framework usable by designers, noting however that several points of recommendation were made to improve the reliability and usability of this framework. ...
It was found that participants gave relatively the same responses. Additionally, it was found through a principal component analysis that three underlying variables are present in the perception of atmospheres influenced by dynamic light conditions: tenseness, liveliness and detachment. Furthermore, it was confirmed that people are able to distinguish between the perceived atmospheres. Cosiness was not found to be a principal component in our construct. Regarding the workings of the underlying variables found, we found that liveliness is influenced by organisation of shapes in the texture and colour contrasts. Tenseness is influenced by the complexity of individual forms within textures; it is also influenced by colour contrasts. Brilliance contrasts in the texture influence liveliness of a space; sharpness contrasts influence the sense of detachment. Dynamics in the textures, like the rate of change, influence both the liveliness and tenseness axes and might influence the detachment axis. The findings of the experiments and analyses were used to develop a framework usable by designers, noting however that several points of recommendation were made to improve the reliability and usability of this framework.