P.P.M. Hekkert
Please Note
32 records found
1
Contextualising well-being
Literature research was conducted to explore the features within a dating app along with its effect on well-being. By linking the various experiences with dating apps to well-being theories, a theoretical model could be developed. This contextual model of well-being was validated in a participatory workshop with dating app users. Findings from this workshop indicated that autonomy and relatedness were mostly affected, especially during the profile setup, which also influenced the overall app experience such as during swiping.
Operationalising well-being
As relevant constructs were identified for further study, it was necessary to determine how these facets of well-being could be measured, in particular for the context of dating apps. In-depth research on the relationship between autonomy and relatedness indicated that in order for people to become more autonomous (showing one’s true self to others), the need for relatedness (being understood or feeling a sense of belonging) had to be fulfilled first. For dating apps, a sense of relatedness could be achieved through sharing similar interests (or by experiencing a sense of belonging) with others, while autonomy relied on choosing qualities that are not necessarily desirable, but valuable to the user themselves (when it concerned self-expression).
Optimising well-being
Based on these insights, a design direction was formulated. This concerned, enhancing social connection by highlighting individuality (uniqueness of a person) within similarity (through a shared connection). This direction was used as a base for ideation. AI Ideation cards, which showcased the capabilities of the technology, were utilised. The possible interactions enabled by the technology were linked to desirable well-being outcomes defined previously.
Implementing well-being
This resulted in the design of a new dating app, MiHue. The app highlights a person’s unique attribute and tries to find a common ground with others either through an uncommon trait or through mutual passions. The experience of autonomy and relatedness upon this design was measured and the outcomes were used for recommending future cycles.
Initiating a new cycle
For the next cycle, it was recommended that other well-being related aspects which were not considered in the design, but present in the theoretical model (such as self-acceptance, positive emotions and physical health) to be considered for future research. Furthermore, it was advised that the involvement of minorities should also be included and that gender differences should be taken into account for the next cycle. ...
Contextualising well-being
Literature research was conducted to explore the features within a dating app along with its effect on well-being. By linking the various experiences with dating apps to well-being theories, a theoretical model could be developed. This contextual model of well-being was validated in a participatory workshop with dating app users. Findings from this workshop indicated that autonomy and relatedness were mostly affected, especially during the profile setup, which also influenced the overall app experience such as during swiping.
Operationalising well-being
As relevant constructs were identified for further study, it was necessary to determine how these facets of well-being could be measured, in particular for the context of dating apps. In-depth research on the relationship between autonomy and relatedness indicated that in order for people to become more autonomous (showing one’s true self to others), the need for relatedness (being understood or feeling a sense of belonging) had to be fulfilled first. For dating apps, a sense of relatedness could be achieved through sharing similar interests (or by experiencing a sense of belonging) with others, while autonomy relied on choosing qualities that are not necessarily desirable, but valuable to the user themselves (when it concerned self-expression).
Optimising well-being
Based on these insights, a design direction was formulated. This concerned, enhancing social connection by highlighting individuality (uniqueness of a person) within similarity (through a shared connection). This direction was used as a base for ideation. AI Ideation cards, which showcased the capabilities of the technology, were utilised. The possible interactions enabled by the technology were linked to desirable well-being outcomes defined previously.
Implementing well-being
This resulted in the design of a new dating app, MiHue. The app highlights a person’s unique attribute and tries to find a common ground with others either through an uncommon trait or through mutual passions. The experience of autonomy and relatedness upon this design was measured and the outcomes were used for recommending future cycles.
Initiating a new cycle
For the next cycle, it was recommended that other well-being related aspects which were not considered in the design, but present in the theoretical model (such as self-acceptance, positive emotions and physical health) to be considered for future research. Furthermore, it was advised that the involvement of minorities should also be included and that gender differences should be taken into account for the next cycle.
The proposed design was a result of the insights gathered throughout four phases of the project: theory research, context research, co-creation, and research through Design. The effect of the product on creativity was measured with a predictor of creative performance—self-efficacy. ...
The proposed design was a result of the insights gathered throughout four phases of the project: theory research, context research, co-creation, and research through Design. The effect of the product on creativity was measured with a predictor of creative performance—self-efficacy.
Including the unwilling and the unable in the Protein Transition
Designing an intervention to involve consumers with a low socioeconomic position
One of the stakeholders working in this context is the Voedingscentrum (the Netherlands Nutrition Centre). The Voedingscentrum aims to encourage consumers to eat less meat. Additionally, they are seeking interventions to reach people with a low socioeconomic position (or ‘SEP’). Due to more pressing concerns, this group often has limited capacity to make long-term changes, such as adopting a healthier and more sustainable diet.
The goal of this project is to design an intervention that addresses resistance in the protein transition and enables the Voedingscentrum to reach people with a low SEP who are unwilling or unable to embrace the protein transition.
To determine a fitting design direction, the project began with research into the protein transition, consumers with a low SEP, and behavior change theory related to resistance. This was accomplished through various research activities, including literature and field reserach. The collected insights led to ten clusters representing the factors that influence people’s behavior in this context. Structuring these clusters and evaluating the resulting social context led to the following design goal:
“To facilitate a healthy shift towards a more plant-based diet, we want to help consumers feel secure in such a change by stimulating them to joyfully follow others.”
The designed concept, ‘Spaar je vol’, is a savings campaign or ‘spaaractie’ that allows consumers to save stamps while grocery shopping. With a full card of stamps, these customers receive a healthy vegetarian meal box containing fresh ingredients for a meal for four persons. The meals are created by the Voedingscentrum and come with easy-to-follow instructions. This campaign offers the Voedingscentrum a practical way to influence what people consume without relying solely on their ability to obtain, understand, assess, and use health information for decision-making. The variety of meal boxes offers vegetarian options without explicitly stating it, promoting a shift towards a healthier protein consumption pattern and reinforcing the new norm.
To cater to consumers with limited financial resources, supermarket customers can also donate their stamps to the Voedselbank (Food Bank). The donated stamps will be converted into donated meal boxes and distributed through the Voedselbank.
The conducted evaluation sessions provided insights from the target audience and stakeholders, demonstrating that the concept was positively received. However, additional steps need to be taken regarding the (financial) feasibility of the project.
This project contains an in-depth case study that demonstrates how behavior change theory can be applied when on dealing with resistance during the design of interventions. It offers an intervention for consumers with a low SEP and provides multiple recommendations for further steps within this domain.
...
One of the stakeholders working in this context is the Voedingscentrum (the Netherlands Nutrition Centre). The Voedingscentrum aims to encourage consumers to eat less meat. Additionally, they are seeking interventions to reach people with a low socioeconomic position (or ‘SEP’). Due to more pressing concerns, this group often has limited capacity to make long-term changes, such as adopting a healthier and more sustainable diet.
The goal of this project is to design an intervention that addresses resistance in the protein transition and enables the Voedingscentrum to reach people with a low SEP who are unwilling or unable to embrace the protein transition.
To determine a fitting design direction, the project began with research into the protein transition, consumers with a low SEP, and behavior change theory related to resistance. This was accomplished through various research activities, including literature and field reserach. The collected insights led to ten clusters representing the factors that influence people’s behavior in this context. Structuring these clusters and evaluating the resulting social context led to the following design goal:
“To facilitate a healthy shift towards a more plant-based diet, we want to help consumers feel secure in such a change by stimulating them to joyfully follow others.”
The designed concept, ‘Spaar je vol’, is a savings campaign or ‘spaaractie’ that allows consumers to save stamps while grocery shopping. With a full card of stamps, these customers receive a healthy vegetarian meal box containing fresh ingredients for a meal for four persons. The meals are created by the Voedingscentrum and come with easy-to-follow instructions. This campaign offers the Voedingscentrum a practical way to influence what people consume without relying solely on their ability to obtain, understand, assess, and use health information for decision-making. The variety of meal boxes offers vegetarian options without explicitly stating it, promoting a shift towards a healthier protein consumption pattern and reinforcing the new norm.
To cater to consumers with limited financial resources, supermarket customers can also donate their stamps to the Voedselbank (Food Bank). The donated stamps will be converted into donated meal boxes and distributed through the Voedselbank.
The conducted evaluation sessions provided insights from the target audience and stakeholders, demonstrating that the concept was positively received. However, additional steps need to be taken regarding the (financial) feasibility of the project.
This project contains an in-depth case study that demonstrates how behavior change theory can be applied when on dealing with resistance during the design of interventions. It offers an intervention for consumers with a low SEP and provides multiple recommendations for further steps within this domain.
Haptic aesthetics
Optimising the feel of a set of headphones
It was found that the researched aesthetic theories (unity - variety and novelty - typicality) can be applied to some extent to the haptic senses, with some factors to be considered. The RtD also helped understand how to better design for haptic aesthetics in headphones, but also expanding to other product categories.
There were three main design activities that led to these findings. An exploratory session with four groups of design students helped guide the design process to a haptically novel outcome. Once the design was completed, an empirical test was conducted on one aesthetic principle, testing iterations of the design. The chosen iteration was incorporated into a final design with which the second aesthetic principle was tested in a qualitative study with audiophiles (sound and audio gadget enthusiasts). ...
It was found that the researched aesthetic theories (unity - variety and novelty - typicality) can be applied to some extent to the haptic senses, with some factors to be considered. The RtD also helped understand how to better design for haptic aesthetics in headphones, but also expanding to other product categories.
There were three main design activities that led to these findings. An exploratory session with four groups of design students helped guide the design process to a haptically novel outcome. Once the design was completed, an empirical test was conducted on one aesthetic principle, testing iterations of the design. The chosen iteration was incorporated into a final design with which the second aesthetic principle was tested in a qualitative study with audiophiles (sound and audio gadget enthusiasts).
Finding vision in a melting landscape
Sustainable outerwear in 2040
How to support value-minded shopping
Enable customers to act according to values in line with the food transition when online grocery shopping at Picnic
There is a knowledge gap around what the values are that are important to Dutch customers when online grocery shopping, and which hurdles are present in the service of Picnic to foster the food transition. An exploratory study amongst Picnic customers shows the hurdles are formed by a lack consideration, confidence, and information. Furthermore, other values can be more important and there can be hesitancy towards change. To overcome these, dedicated moments should be created in the shopping journey to consider values. The design statement therefore is:
I want to design an experience for Picnic customers who have values in line with the food transition but do not fully act upon them, by providing them with a moment to reflect and adapt so they can become proud of their actions.
To design an experience for Picnic customers that allows for the desired behaviour, an iterative design process is used. During this process, four design guidelines are uncovered: interventions for reflection on food decisions should be controlled, specific, goal-oriented, and quick.
The final proposed intervention is a Betere Boodschappen functionality, where customers get control over their shopping environment. They reflect on their values through answering three questions and based on those answers get personal suggestions for functionalities that can help them pay more attention to their values. A mixed method study, consisting of a quantitative between-group study and qualitative interviews, is used to test the effect of the intervention. There is a positive significant effect on behaviour and behavioural control over buying sustainable groceries. Customers furthermore indicate that doing better groceries is made easier for them through the functionality, and the store feels more personal. A plan for implementation of the functionality in steps is proposed, and recommendations are made to others designing for transitions inside a business. ...
There is a knowledge gap around what the values are that are important to Dutch customers when online grocery shopping, and which hurdles are present in the service of Picnic to foster the food transition. An exploratory study amongst Picnic customers shows the hurdles are formed by a lack consideration, confidence, and information. Furthermore, other values can be more important and there can be hesitancy towards change. To overcome these, dedicated moments should be created in the shopping journey to consider values. The design statement therefore is:
I want to design an experience for Picnic customers who have values in line with the food transition but do not fully act upon them, by providing them with a moment to reflect and adapt so they can become proud of their actions.
To design an experience for Picnic customers that allows for the desired behaviour, an iterative design process is used. During this process, four design guidelines are uncovered: interventions for reflection on food decisions should be controlled, specific, goal-oriented, and quick.
The final proposed intervention is a Betere Boodschappen functionality, where customers get control over their shopping environment. They reflect on their values through answering three questions and based on those answers get personal suggestions for functionalities that can help them pay more attention to their values. A mixed method study, consisting of a quantitative between-group study and qualitative interviews, is used to test the effect of the intervention. There is a positive significant effect on behaviour and behavioural control over buying sustainable groceries. Customers furthermore indicate that doing better groceries is made easier for them through the functionality, and the store feels more personal. A plan for implementation of the functionality in steps is proposed, and recommendations are made to others designing for transitions inside a business.
Throughout this project, several exploratory research methods were conducted to understand the delivery robots' worldview. Following, four unique robot emotions have been created. These emotions aim to serve particular concerns of the delivery robots on sidewalks. The proposed four unique emotions are called Donsul, Trittity, Loniformi and Puffalope. An online survey was conducted to examine whether people could distinguish these unique robot emotions from human emotions. The survey results show that people assumed that the robot is more likely to experience emotion when it experiences an adverse event, such as a barrier to executing its task. The project's value is not what it achieves or does but what it is and how it makes people feel, especially if it encourages people to question everydayness in an imaginative, troubling, and thoughtful way and how things could be different.
...
Throughout this project, several exploratory research methods were conducted to understand the delivery robots' worldview. Following, four unique robot emotions have been created. These emotions aim to serve particular concerns of the delivery robots on sidewalks. The proposed four unique emotions are called Donsul, Trittity, Loniformi and Puffalope. An online survey was conducted to examine whether people could distinguish these unique robot emotions from human emotions. The survey results show that people assumed that the robot is more likely to experience emotion when it experiences an adverse event, such as a barrier to executing its task. The project's value is not what it achieves or does but what it is and how it makes people feel, especially if it encourages people to question everydayness in an imaginative, troubling, and thoughtful way and how things could be different.
Design for Youth's Flourishing
Intervention design strategies to enhance teenagers’ mental resilience and well-being
This project aimed at providing designers with strategies to create interventions promoting teenagers’ mental resilience and well-being through product-mediated activities. The research entailed literature review, interviews with experts and adolescents, examination of tools, prototyping and user evaluation. The Vision in Product design and Contextmapping methods were employed. Academic stress and depressed mood were identified as the two most relevant detectable risk markers for teenagers. The goals of "making adolescents embrace resilience as a collaborative learning process by identifying purpose and stick to congruent behaviour" (for academic stress) and "by reframing negative emotions, translating them into learning opportunities" (for depressed mood) led to the development of 14 intervention design strategies. These are presented in a card deck, whose evaluation stressed the importance of implementation, detailing and user testing to reach intended impact, and the necessity to evaluate and prevent potential counteractive effects.
This work contributes to the field of Design for Well-being and specifically to the Smart-CUEing MEntal health research project, whose aim is to promote adolescents’ well-being by implementing digital phenotyping and design interventions. ...
This project aimed at providing designers with strategies to create interventions promoting teenagers’ mental resilience and well-being through product-mediated activities. The research entailed literature review, interviews with experts and adolescents, examination of tools, prototyping and user evaluation. The Vision in Product design and Contextmapping methods were employed. Academic stress and depressed mood were identified as the two most relevant detectable risk markers for teenagers. The goals of "making adolescents embrace resilience as a collaborative learning process by identifying purpose and stick to congruent behaviour" (for academic stress) and "by reframing negative emotions, translating them into learning opportunities" (for depressed mood) led to the development of 14 intervention design strategies. These are presented in a card deck, whose evaluation stressed the importance of implementation, detailing and user testing to reach intended impact, and the necessity to evaluate and prevent potential counteractive effects.
This work contributes to the field of Design for Well-being and specifically to the Smart-CUEing MEntal health research project, whose aim is to promote adolescents’ well-being by implementing digital phenotyping and design interventions.
This project is aiming to explore what is the optimal balance between these two ways when they design for product care. This goal is reached by using the research-through-design approach.
In this study, three strategies of product care with different control degrees were formulated through analyzing and combining existing strategies from circular design and behavioral change design fields. Based on three strategies, six concepts were generated to test which strategies and control degree are most effective. And the result was that users preferred the concept of a balanced product care agency.
To verify and further define the optimal balance between user in control and product in control, the control degree mechanism of product care was formulated which includes 3 aspects, 7 themes and 15 design elements. The mechanism can be used to help the designers to determine the agency of the dominant product care in the concept by determining the control degree of the design elements contained in the concept, which has been validated by the second user test.
Besides, at the end of the project, the most effective and user’s preferred scope of balance between user control and product agency in the mechanism are provided:
Awareness (The design intervention increases the awareness of product care and helps users to start care activities consciously.):Balanced or more user-oriented
Support (The design intervention supports the user in the process of product care, making care activities cognitively or behaviorally clearer and simpler.): Balanced or more product-oriented
Feedback(The design intervention will give users feedback when they complete or fail to complete their product care activities.): Balanced
...
This project is aiming to explore what is the optimal balance between these two ways when they design for product care. This goal is reached by using the research-through-design approach.
In this study, three strategies of product care with different control degrees were formulated through analyzing and combining existing strategies from circular design and behavioral change design fields. Based on three strategies, six concepts were generated to test which strategies and control degree are most effective. And the result was that users preferred the concept of a balanced product care agency.
To verify and further define the optimal balance between user in control and product in control, the control degree mechanism of product care was formulated which includes 3 aspects, 7 themes and 15 design elements. The mechanism can be used to help the designers to determine the agency of the dominant product care in the concept by determining the control degree of the design elements contained in the concept, which has been validated by the second user test.
Besides, at the end of the project, the most effective and user’s preferred scope of balance between user control and product agency in the mechanism are provided:
Awareness (The design intervention increases the awareness of product care and helps users to start care activities consciously.):Balanced or more user-oriented
Support (The design intervention supports the user in the process of product care, making care activities cognitively or behaviorally clearer and simpler.): Balanced or more product-oriented
Feedback(The design intervention will give users feedback when they complete or fail to complete their product care activities.): Balanced
Recolor the dominant truth
Work oriented interventions to uncover manifestations of racism
Within the first phase of this project the context exploration has been examined through an exploration of the systemic level of racism revealing how it touches upon individuals, organizations and institutions. In which manifestations are embedded within cultural and institutional processes. The exploration continued with a focus on the reproduction of the individual within the context of Dutch society. While white Dutch citizens have no intention of executing manifestations of racism, they unconsciously continue to be reinforced and reproduce the cycle of racial injustice. In which white people behave according to the norm that is reinforced through social structures of the dominant culture. Allowing white Dutch people to remain ignorant towards their own manifestations of racism during social interactions.
Continuous context exploration of institutional racism placed these individuals in the social structures of organizations and institutions. As such, decisions and products individuals make at work are influenced by their reinforced social structures. Via the distribution of these products like a meeting agenda or a policy within the social network of an organization they gain a power of influence. In other words, organizations hold power to influence the reproduction of during their social interactions via their created in/visible elements. Based on these insights a focus has been put on the individual with unintended racially unjust decisions during work situations. Combined with both the insights of white Dutch people that are unaware of racial reproductions and the acceptance of these as the norm, the design statement became:
‘In order to reduce systemic racism, I want white people to break with work oriented reproduction of racially unjust choices by broaching their apparent normal for review so they can adjust their actions towards their beliefs.’
The final design of this thesis exploration is REcolor, intersecting at individual and organizational levels of systemic racism by visualizing shared individual actions, allowing people to be critical towards the current organizational culture. Reveal is the first step, and visualizes the social relations of an organization to allow participants to be critical upon the societal contribution of the organization. Reflect is the second step in which participants are confronted with the effects of unintended behaviors during social interactions through dilemmas about institutionalized situations at work. Redirect is the third and final step in which a new shared social structure is documented on a visible element allowing participants to monitor undesired behaviors despite the intentions of the actor. Crossing of these manifestations from the visible elements confronted participants with their self perception of an equal society and involvement with racially unjust decisions. The three distinct steps of REcolor facilitate employees to broach manifestations of racism in social interactions in order to adjust their behavior regarding reproduction of racism.
...
Within the first phase of this project the context exploration has been examined through an exploration of the systemic level of racism revealing how it touches upon individuals, organizations and institutions. In which manifestations are embedded within cultural and institutional processes. The exploration continued with a focus on the reproduction of the individual within the context of Dutch society. While white Dutch citizens have no intention of executing manifestations of racism, they unconsciously continue to be reinforced and reproduce the cycle of racial injustice. In which white people behave according to the norm that is reinforced through social structures of the dominant culture. Allowing white Dutch people to remain ignorant towards their own manifestations of racism during social interactions.
Continuous context exploration of institutional racism placed these individuals in the social structures of organizations and institutions. As such, decisions and products individuals make at work are influenced by their reinforced social structures. Via the distribution of these products like a meeting agenda or a policy within the social network of an organization they gain a power of influence. In other words, organizations hold power to influence the reproduction of during their social interactions via their created in/visible elements. Based on these insights a focus has been put on the individual with unintended racially unjust decisions during work situations. Combined with both the insights of white Dutch people that are unaware of racial reproductions and the acceptance of these as the norm, the design statement became:
‘In order to reduce systemic racism, I want white people to break with work oriented reproduction of racially unjust choices by broaching their apparent normal for review so they can adjust their actions towards their beliefs.’
The final design of this thesis exploration is REcolor, intersecting at individual and organizational levels of systemic racism by visualizing shared individual actions, allowing people to be critical towards the current organizational culture. Reveal is the first step, and visualizes the social relations of an organization to allow participants to be critical upon the societal contribution of the organization. Reflect is the second step in which participants are confronted with the effects of unintended behaviors during social interactions through dilemmas about institutionalized situations at work. Redirect is the third and final step in which a new shared social structure is documented on a visible element allowing participants to monitor undesired behaviors despite the intentions of the actor. Crossing of these manifestations from the visible elements confronted participants with their self perception of an equal society and involvement with racially unjust decisions. The three distinct steps of REcolor facilitate employees to broach manifestations of racism in social interactions in order to adjust their behavior regarding reproduction of racism.
Breman flow
The next step for ecologically sustainable ventilation in the renovation industry
The initiation of the project became a search for what the vision for this product should be. Next to a small analysis of the current workflow, a trends and development research was conducted. This resulted in core movements for the year 2030 in the fields of: sustainability, construction industry and general world developments. These were then used to communicate a proposed world vision and were discussed with the board members of Breman. From these meetings three ideas where generated. After consideration of the core movements and the initial aspirations of the project, the direction of ventilation in renovation was chosen.
After a short transition from this general vision to the design phase, I constructed a model in which I could order my decisions. The model made that the overall design stayed consistent and that gaps in the argumentation for the concept could be determined. Concluding from this model, I designed a component based product. This product consists of a full central ventilation system with integrated IoT functionality. A distinction was made between a full fletched version and a budget version. I implemented the product in a virtual space, to offer a more tangible impression of the product.
With the conclusion of the design phase, I continued to a small evaluation phase. The virtual space visualisations where used in meetings with experts on different levels of the ventilation industry and the field of plastic injection molding. The gained feedback on the feasibility, desirability and viability of the concept was then used in combination with left over insights of the project, to write recommendations for Breman. As a conclusion to the project, the initial brief is reflected upon. The final result is Breman flow, the next step for ecologically sustainable ventilation in the renovation industry. ...
The initiation of the project became a search for what the vision for this product should be. Next to a small analysis of the current workflow, a trends and development research was conducted. This resulted in core movements for the year 2030 in the fields of: sustainability, construction industry and general world developments. These were then used to communicate a proposed world vision and were discussed with the board members of Breman. From these meetings three ideas where generated. After consideration of the core movements and the initial aspirations of the project, the direction of ventilation in renovation was chosen.
After a short transition from this general vision to the design phase, I constructed a model in which I could order my decisions. The model made that the overall design stayed consistent and that gaps in the argumentation for the concept could be determined. Concluding from this model, I designed a component based product. This product consists of a full central ventilation system with integrated IoT functionality. A distinction was made between a full fletched version and a budget version. I implemented the product in a virtual space, to offer a more tangible impression of the product.
With the conclusion of the design phase, I continued to a small evaluation phase. The virtual space visualisations where used in meetings with experts on different levels of the ventilation industry and the field of plastic injection molding. The gained feedback on the feasibility, desirability and viability of the concept was then used in combination with left over insights of the project, to write recommendations for Breman. As a conclusion to the project, the initial brief is reflected upon. The final result is Breman flow, the next step for ecologically sustainable ventilation in the renovation industry.
...
Therefore, we need to investigate the context of the future conference in order to design a better conference of tomorrow.
This graduation project dives deep into the purpose of scientific conferences and how this purpose can evolve in the future to propose a new visionary concept. It investigates changes within the domain of the academic society and its conferences but also takes into account factors that can have an impact on the domain, such as climate change, societal and technological developments or the COVID-19 pandemic. The result of this project is a new conference vision that proposes design interventions within the organizational and interaction level in order to create a more inclusive but also impactful conference.
The report presents the investigation for designing a future experience for academic conferences. The exploration revealed three main driving forces that can play a big role within the world of conferences:
1. The growing relevance and awareness of academics’ impact on climate change and on society will continue to increase academics’ sense of responsibilities. There will be more focus on creating knowledge and doing so in a meaningful and respectful way towards environment and society.
2. The growing relevance and awareness of inclusion will highly impact the social value. The community is going to become a safe and welcoming space for people to celebrate uniqueness and distinctiveness rather than fit and sameness.
3. Technology can make it easier and more effective to reach an inclusive and impactful community by giving people the chance to be able to express themselves and inspire each other.
The final design ‘The living conference’ is a response to these main driving forces by providing a space with more flexibility in participation as well as creating more insight and consideration into individual contributions and people. This shall help to make it easier for people to participate (inclusion) as well as creating a more effective space for knowledge creation (impact). The design consists of a digital space that makes use of interactive data visualization to represent content and people for more consideration and insight but also presents different formats of sessions to provide people with eye-opening content and activities. ...
Therefore, we need to investigate the context of the future conference in order to design a better conference of tomorrow.
This graduation project dives deep into the purpose of scientific conferences and how this purpose can evolve in the future to propose a new visionary concept. It investigates changes within the domain of the academic society and its conferences but also takes into account factors that can have an impact on the domain, such as climate change, societal and technological developments or the COVID-19 pandemic. The result of this project is a new conference vision that proposes design interventions within the organizational and interaction level in order to create a more inclusive but also impactful conference.
The report presents the investigation for designing a future experience for academic conferences. The exploration revealed three main driving forces that can play a big role within the world of conferences:
1. The growing relevance and awareness of academics’ impact on climate change and on society will continue to increase academics’ sense of responsibilities. There will be more focus on creating knowledge and doing so in a meaningful and respectful way towards environment and society.
2. The growing relevance and awareness of inclusion will highly impact the social value. The community is going to become a safe and welcoming space for people to celebrate uniqueness and distinctiveness rather than fit and sameness.
3. Technology can make it easier and more effective to reach an inclusive and impactful community by giving people the chance to be able to express themselves and inspire each other.
The final design ‘The living conference’ is a response to these main driving forces by providing a space with more flexibility in participation as well as creating more insight and consideration into individual contributions and people. This shall help to make it easier for people to participate (inclusion) as well as creating a more effective space for knowledge creation (impact). The design consists of a digital space that makes use of interactive data visualization to represent content and people for more consideration and insight but also presents different formats of sessions to provide people with eye-opening content and activities.
Well-being Driven Design
Creating a Meaningful Streaming-platform
APPROACH
This graduation project first investigated what happiness consisted of, and how media entertainment could contribute to that. The conclusion was that people need to engage in mindful, intentional, intrinsically motivated media-experiences which well-balances short-term pleasure (Hedonia) with long-term happiness (Eudaimonia). Then, current platforms were analysed to understand why they exist and why they are currently designed the way they are and how this affects well- being. The conclusion was that current streaming-platforms are being created to maximize media-consumption which resulted in an over-focus on hedonia at the cost of eudaimonia and therefore people’s long-term happiness. As ViP focuses on re-framing and reinvention by creating future opportunities, instead of solving the present-day problems, a future context of 2020 had been outlined through an extensive analysis using academic literature, trend reports- and sites and interviews. The result was three meta-factors that described the world of 2020 as “embracing the mindful pursuit of meaningfulness’.
SOLUTION
ViP states that as a designer, you should take a position in this future vision. The goal of this project is to design a new streaming-platform that improves people’s well- being through media-entertainment, which resulted in the following statement:
I want to empower people to experience media-entertainment meaningfully, by guiding them in articulating their intentions through trusted others.
DESIGN
The new concept considers media-entertaiment as meaningfull experience packages and facilites people in finding these packages through the suggestions of trusted others, such as people close to the user (like family and friends) but also famous people/accounts (like inspirational influencers or design blogs).
Plus it empowers people to experience these entertainment-packages meaningfully by increasing their mindfulness through 6 steps.
The concept contributes to well-being by focussing on improving both the hedonic and the eudaimonic experience by increasing people’s autonomy, competence and relatedness, focussing on personal growth, achieving goals, finding meaning in life and improving people’s vitalty by better self-regulating their media-behavior.
...
APPROACH
This graduation project first investigated what happiness consisted of, and how media entertainment could contribute to that. The conclusion was that people need to engage in mindful, intentional, intrinsically motivated media-experiences which well-balances short-term pleasure (Hedonia) with long-term happiness (Eudaimonia). Then, current platforms were analysed to understand why they exist and why they are currently designed the way they are and how this affects well- being. The conclusion was that current streaming-platforms are being created to maximize media-consumption which resulted in an over-focus on hedonia at the cost of eudaimonia and therefore people’s long-term happiness. As ViP focuses on re-framing and reinvention by creating future opportunities, instead of solving the present-day problems, a future context of 2020 had been outlined through an extensive analysis using academic literature, trend reports- and sites and interviews. The result was three meta-factors that described the world of 2020 as “embracing the mindful pursuit of meaningfulness’.
SOLUTION
ViP states that as a designer, you should take a position in this future vision. The goal of this project is to design a new streaming-platform that improves people’s well- being through media-entertainment, which resulted in the following statement:
I want to empower people to experience media-entertainment meaningfully, by guiding them in articulating their intentions through trusted others.
DESIGN
The new concept considers media-entertaiment as meaningfull experience packages and facilites people in finding these packages through the suggestions of trusted others, such as people close to the user (like family and friends) but also famous people/accounts (like inspirational influencers or design blogs).
Plus it empowers people to experience these entertainment-packages meaningfully by increasing their mindfulness through 6 steps.
The concept contributes to well-being by focussing on improving both the hedonic and the eudaimonic experience by increasing people’s autonomy, competence and relatedness, focussing on personal growth, achieving goals, finding meaning in life and improving people’s vitalty by better self-regulating their media-behavior.
Problem Sustaining Interaction Patterns In Adolescence
Design To Support Healthy Mental Development of Adolescents From A Holistic Perspective
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