N.A. Romero Herrera
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35 records found
1
Giving by Design
Reciprocity in Collaboration
This graduation project explores how the renovation process can be made more just for social housing residents. ...
This graduation project explores how the renovation process can be made more just for social housing residents.
Designing a Socio-Digital Tool to Drive the Green Bunkering Transition
Helping Traders and Shipping Companies Turn Sustainability into Action
Regarding the above, larger companies have the resources and capacity to respond and adapt adequately. For smaller and medium-sized companies, there are barriers that hinder or delay the transition. It is important that fuel companies also participate in the transition. Within fuel and bunker trading companies, there are traders who can play an important role as intermediaries in promoting low-carbon transition fuels. However, traders also face obstacles in communicating about sustainable fuels and regulations.
Therefore, this research focuses on the development of a digital tool that can support traders in communicating fuel options more effectively and stimulate informed decision-making towards the adoption of low-carbon transition fuels among shipping companies. A digital tool can positively influence and facilitate substantive communication and understanding between both stakeholders. The research project follows an iterative Double Diamond Design process divided into phases.
The project started with an in-depth exploration of the context, internal processes, regulations, (behavioral) barriers, and drivers among the main stakeholders. This highlighted bottlenecks such as uncertainty or the lack of knowledge and tools. But it also showed opportunities and strategies that could be implemented to stimulate communication and adoption, such as nudging strategies, intervention moments and the need for stakeholder collaboration.
Based on the insights gained, a design scope has been established, and a design vision has been defined that offers direction and constraints for the project. From that, concrete design goals and requirements have been formulated to encompass all needs and design choices.
These principles translated into 3 envisioned scenarios (standard relationship processes between stakeholders), from which associated concept ideas emerged for a calculation tool that provides strategic insight into fuel, compliance, and costs.
These concept ideas were tested with traders and found useful, effective, and strategically valuable. Traders expressed a need for a flexible and effective tool with clear insights that supported various customer interaction moments regarding sustainability, costs, and compliance.
After this validation and further insights, a final concept tool was developed with additional materials such as a toolkit, roadmap, leaflet, and mail report. All are designed to ensure the implementation and communication of the tool and its adoption, and to maximize impact. The tool is designed to meet the process and interaction needs of stakeholders. It enables fast and low-threshold scenario analyses and strategic decision considerations. In addition, it stimulates and improves stakeholder relations, makes benefits visible, minimizes barriers, and can be utilized in multiple usage scenarios.
The tool offers a scalable foundation for future digital solutions supporting informed communication and decision-making about sustainable fuel choices in the maritime sector. ...
Regarding the above, larger companies have the resources and capacity to respond and adapt adequately. For smaller and medium-sized companies, there are barriers that hinder or delay the transition. It is important that fuel companies also participate in the transition. Within fuel and bunker trading companies, there are traders who can play an important role as intermediaries in promoting low-carbon transition fuels. However, traders also face obstacles in communicating about sustainable fuels and regulations.
Therefore, this research focuses on the development of a digital tool that can support traders in communicating fuel options more effectively and stimulate informed decision-making towards the adoption of low-carbon transition fuels among shipping companies. A digital tool can positively influence and facilitate substantive communication and understanding between both stakeholders. The research project follows an iterative Double Diamond Design process divided into phases.
The project started with an in-depth exploration of the context, internal processes, regulations, (behavioral) barriers, and drivers among the main stakeholders. This highlighted bottlenecks such as uncertainty or the lack of knowledge and tools. But it also showed opportunities and strategies that could be implemented to stimulate communication and adoption, such as nudging strategies, intervention moments and the need for stakeholder collaboration.
Based on the insights gained, a design scope has been established, and a design vision has been defined that offers direction and constraints for the project. From that, concrete design goals and requirements have been formulated to encompass all needs and design choices.
These principles translated into 3 envisioned scenarios (standard relationship processes between stakeholders), from which associated concept ideas emerged for a calculation tool that provides strategic insight into fuel, compliance, and costs.
These concept ideas were tested with traders and found useful, effective, and strategically valuable. Traders expressed a need for a flexible and effective tool with clear insights that supported various customer interaction moments regarding sustainability, costs, and compliance.
After this validation and further insights, a final concept tool was developed with additional materials such as a toolkit, roadmap, leaflet, and mail report. All are designed to ensure the implementation and communication of the tool and its adoption, and to maximize impact. The tool is designed to meet the process and interaction needs of stakeholders. It enables fast and low-threshold scenario analyses and strategic decision considerations. In addition, it stimulates and improves stakeholder relations, makes benefits visible, minimizes barriers, and can be utilized in multiple usage scenarios.
The tool offers a scalable foundation for future digital solutions supporting informed communication and decision-making about sustainable fuel choices in the maritime sector.
Dancing the Vibe
Designerly Exploration of Group Mood in Work Settings
...
One solution to tackle this problem is to delegate some of the care parts at home, called blended care, so that more patients can enter CR while learning to manage their condition early on.
However, there are two main problems concerning this structural change in CR care. First, because of the loss of frequent contact with health professionals, implementing blended care risks losing personalization in care.Secondly, when delegating care at home, health professionals lose insights and feedback into the care delivered at home. Therefore, patient health outcomes might become compromised.
In this regard, this project proposes a design concept to support the blended CR care for the patient (with an app) and physiotherapist (with a dashboard) by homogenizing the care delivered at home and the CR center while centralizing the patients by making them active and responsible for their care. Moreover, it personalizes the CR care path, not in terms of exercises or changes in the workflow, but in a way that makes sense to the patient following their CR interests. The concept is composed of an intelligent solution with three different modules that utilize the feedback loops integrated into it to understand the patients’ input and adapt to them, realizing the personalization effect.
The first module concerns the personal goals that patients need to set as they enter the care path and explains the motivation and type of the goal the patient wants to achieve. The second module aims to engage the patients with their exertion data during the care path (a subjective score from six to twenty with which patients report how heavy they find an activity) by helping them actively reflect on their performance and goals to take necessary actions. It realizes this effect by understanding their exertion zones and asking patients subsequent questions to make sense of the data via a quick check-in after rehabilitation. The third module uses the outcomes of the previous modules to provide personalised insights and advice. ...
One solution to tackle this problem is to delegate some of the care parts at home, called blended care, so that more patients can enter CR while learning to manage their condition early on.
However, there are two main problems concerning this structural change in CR care. First, because of the loss of frequent contact with health professionals, implementing blended care risks losing personalization in care.Secondly, when delegating care at home, health professionals lose insights and feedback into the care delivered at home. Therefore, patient health outcomes might become compromised.
In this regard, this project proposes a design concept to support the blended CR care for the patient (with an app) and physiotherapist (with a dashboard) by homogenizing the care delivered at home and the CR center while centralizing the patients by making them active and responsible for their care. Moreover, it personalizes the CR care path, not in terms of exercises or changes in the workflow, but in a way that makes sense to the patient following their CR interests. The concept is composed of an intelligent solution with three different modules that utilize the feedback loops integrated into it to understand the patients’ input and adapt to them, realizing the personalization effect.
The first module concerns the personal goals that patients need to set as they enter the care path and explains the motivation and type of the goal the patient wants to achieve. The second module aims to engage the patients with their exertion data during the care path (a subjective score from six to twenty with which patients report how heavy they find an activity) by helping them actively reflect on their performance and goals to take necessary actions. It realizes this effect by understanding their exertion zones and asking patients subsequent questions to make sense of the data via a quick check-in after rehabilitation. The third module uses the outcomes of the previous modules to provide personalised insights and advice.
In the current occupational health research, interventions for this population are typically narrow, focusing on limited factors in a specific environment. These kinds of interventions are not effective for people with physically demanding jobs. Instead, an intervention for this population must respond to workers‘ complex context, fit their daily activities and preferences, and be integrated into their work and home environment. Therefore, this project aimed to explore these aspects to design a promising concept for a lifestyle intervention that shifts workers’ PA behavior in a healthier direction.
At the beginning of the project, expert interviews with occupational health researchers and practitioners were executed. Moreover, literature was reviewed to comprehend the PA Paradox and current approaches to counteract it. It was found that an intervention should stimulate moderate-vigorous PA, variation, and sufficient recovery and that workers must have the capability, motivation, and opportunity to perform a healthy PA behavior. Therefore, an extensive field study was carried out to investigate workers’ PA behavior and the factors affecting it. That yielded an overview of factors influencing workers’ capability, opportunity, and motivation for a healthy PA behavior. It showed that it would be most impactful to tackle workers’ inadequate risk perception and over-exhaustion. Research through design was applied to explore how an intervention could address these factors in workers’ home and working environments and what interactions fit workers’ needs, preferences, and possibilities.
The generated insights were merged to ‘Shift it!’, a concept that makes workers feel confident about shifting their PA behavior in a healthier direction. ‘Shift it!’ consists of two parts: A health week and a digital buddy. The health week starts with a toolbox meeting to make the workers aware of the PA paradox and its consequences. Afterwards, workers can visit the company doctor to examine their current health state and future risks and monitor their heart rate for one week to get insights into the intensity of their PA and the effect of their breaks.
The digital buddy ensures that workers understand the issue and helps them to integrate recovery and PA into their daily lives. It offers them inspiration, helps them find a plan that fits their busy lives, and supports them to realize it by reminding, encouraging, and praising them.
Finally, the concept was evaluated with the workers and other stakeholders to explore its potential. Everyone was enthusiastic about the concept and showed interest in implementing its elements. The health screening and the digital buddy with all its functions were identified as the concept‘s core, but it is not yet clear which elements can be realized.
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In the current occupational health research, interventions for this population are typically narrow, focusing on limited factors in a specific environment. These kinds of interventions are not effective for people with physically demanding jobs. Instead, an intervention for this population must respond to workers‘ complex context, fit their daily activities and preferences, and be integrated into their work and home environment. Therefore, this project aimed to explore these aspects to design a promising concept for a lifestyle intervention that shifts workers’ PA behavior in a healthier direction.
At the beginning of the project, expert interviews with occupational health researchers and practitioners were executed. Moreover, literature was reviewed to comprehend the PA Paradox and current approaches to counteract it. It was found that an intervention should stimulate moderate-vigorous PA, variation, and sufficient recovery and that workers must have the capability, motivation, and opportunity to perform a healthy PA behavior. Therefore, an extensive field study was carried out to investigate workers’ PA behavior and the factors affecting it. That yielded an overview of factors influencing workers’ capability, opportunity, and motivation for a healthy PA behavior. It showed that it would be most impactful to tackle workers’ inadequate risk perception and over-exhaustion. Research through design was applied to explore how an intervention could address these factors in workers’ home and working environments and what interactions fit workers’ needs, preferences, and possibilities.
The generated insights were merged to ‘Shift it!’, a concept that makes workers feel confident about shifting their PA behavior in a healthier direction. ‘Shift it!’ consists of two parts: A health week and a digital buddy. The health week starts with a toolbox meeting to make the workers aware of the PA paradox and its consequences. Afterwards, workers can visit the company doctor to examine their current health state and future risks and monitor their heart rate for one week to get insights into the intensity of their PA and the effect of their breaks.
The digital buddy ensures that workers understand the issue and helps them to integrate recovery and PA into their daily lives. It offers them inspiration, helps them find a plan that fits their busy lives, and supports them to realize it by reminding, encouraging, and praising them.
Finally, the concept was evaluated with the workers and other stakeholders to explore its potential. Everyone was enthusiastic about the concept and showed interest in implementing its elements. The health screening and the digital buddy with all its functions were identified as the concept‘s core, but it is not yet clear which elements can be realized.
Empowering teenagers in their interactions with social media sexualisation
Educating teenage girls to be in control when interacting with sexualised social media content
Teenagers grow up surrounded by technology. They live by social media, an environment in which they are constantly exposed to sexualised content and behaviours. Sexualisation occurs when a person’s value comes only from their sexual appeal or behaviour, to the exclusion of other characteristics. Exposure to big amounts of sexualised content and reactions online influences teenagers. They reproduce such behaviours, unconsciously post content that can be sexualised, and learn to believe sexualising is the norm. They are also not capable nor experienced to deal with the consequences of their content being sexualised.
Therefore, I identified an opportunity to design an intervention that proposes a solution to those issues.
The Sexualisation Dialogue is a program consisting of an educational plan, the Learning Journey, and two tools to educate and empower teenage girls in their interactions with sexualisation on social media. The Learning Journey proposes weekly and monthly sessions for secondary school students, where they reflect and discuss sexualisation, sexualised contents and reactions, posting content, feeling empowered, and other topics. Through exercises teenagers learn to be aware and reflective when interacting with social media content. The two tools, the Awareness Sticker and Power-App, help the teens apply the learned lessons in practice. The Awareness Sticker, placed on the back of their phones, prompts a reflection moment at the time of sharing content, to think about one’s reasons for posting and how people could react. The Power-App promotes the use of stickers and hashtags to feel empowered by communicating how they feel about themselves and the content they post.
The design was field tested with twelve teenage girls, and evaluated with two educators. The Sexualisation Dialogue shows promise to generate awareness about sexualisation among teens, to inspire a reflective attitude in their interactions with social media and to help them feel empowered and in control. Although further testing is required to evaluate and completely detail all aspects of the design, it shows potential to fulfil the design goal. The Learning Journey should be evaluated in its entirety and the two tools fully developed and tested to assess their effect over an extended period of time.
This project followed a human- and society-focus. I arrived at the final design after multiple rounds of field research and design activities including a field study with the target group, contextmapping sessions and evaluations with experts. The domain of this project is complex, and involving multiple stakeholders has made the process richer and the insights more comprehensive.
In conclusion, the knowledge gained throughout the project, and the results obtained from the field test indicate that The Sexualisation Dialogue is a good intervention to tackle the issues of social media sexualisation. After following the final recommendations and evaluating the remaining elements of the design, The Sexualisation Dialogue should be ready to be implemented into the context successfully.
...
Teenagers grow up surrounded by technology. They live by social media, an environment in which they are constantly exposed to sexualised content and behaviours. Sexualisation occurs when a person’s value comes only from their sexual appeal or behaviour, to the exclusion of other characteristics. Exposure to big amounts of sexualised content and reactions online influences teenagers. They reproduce such behaviours, unconsciously post content that can be sexualised, and learn to believe sexualising is the norm. They are also not capable nor experienced to deal with the consequences of their content being sexualised.
Therefore, I identified an opportunity to design an intervention that proposes a solution to those issues.
The Sexualisation Dialogue is a program consisting of an educational plan, the Learning Journey, and two tools to educate and empower teenage girls in their interactions with sexualisation on social media. The Learning Journey proposes weekly and monthly sessions for secondary school students, where they reflect and discuss sexualisation, sexualised contents and reactions, posting content, feeling empowered, and other topics. Through exercises teenagers learn to be aware and reflective when interacting with social media content. The two tools, the Awareness Sticker and Power-App, help the teens apply the learned lessons in practice. The Awareness Sticker, placed on the back of their phones, prompts a reflection moment at the time of sharing content, to think about one’s reasons for posting and how people could react. The Power-App promotes the use of stickers and hashtags to feel empowered by communicating how they feel about themselves and the content they post.
The design was field tested with twelve teenage girls, and evaluated with two educators. The Sexualisation Dialogue shows promise to generate awareness about sexualisation among teens, to inspire a reflective attitude in their interactions with social media and to help them feel empowered and in control. Although further testing is required to evaluate and completely detail all aspects of the design, it shows potential to fulfil the design goal. The Learning Journey should be evaluated in its entirety and the two tools fully developed and tested to assess their effect over an extended period of time.
This project followed a human- and society-focus. I arrived at the final design after multiple rounds of field research and design activities including a field study with the target group, contextmapping sessions and evaluations with experts. The domain of this project is complex, and involving multiple stakeholders has made the process richer and the insights more comprehensive.
In conclusion, the knowledge gained throughout the project, and the results obtained from the field test indicate that The Sexualisation Dialogue is a good intervention to tackle the issues of social media sexualisation. After following the final recommendations and evaluating the remaining elements of the design, The Sexualisation Dialogue should be ready to be implemented into the context successfully.
...
This project aims to develop a product that guides chronic dieters to counter their fear of eating and to finally formulate a personalized food ritual. Getting rid of restrained eating does not mean they will end up eating a lot of junk food and have a disastrous life. But they will be more mindful about the food they eat. Their focus will be shifted from calories or nutrition of food, and how food makes them gain weight to the essence of food and their internal feeling due to eating. In this way, they will receive positive experiences and memories that will confirm their decisions of giving up dieting to pursue a healthier lifestyle.
The result turns out to be a product that accompanies and guides the user to be more mindful throughout the eating journey. Foodpal is a product with a pair of chopsticks linked to a plant-growing app. The pressure sensor on the head of the chopsticks can monitor the user's eating speed, thereby affecting the growth of plants on the app. The interaction with the app encourages the user to be more mindful of the eating process. The growth of the plant on one hand is a metaphor for the recovery of the user's body due to eating. On the other hand, it is the reward for the user’s courage to fight against their fear of eating and gaining weight, so that they can be motivated to keep eating in a new mindful way. ...
This project aims to develop a product that guides chronic dieters to counter their fear of eating and to finally formulate a personalized food ritual. Getting rid of restrained eating does not mean they will end up eating a lot of junk food and have a disastrous life. But they will be more mindful about the food they eat. Their focus will be shifted from calories or nutrition of food, and how food makes them gain weight to the essence of food and their internal feeling due to eating. In this way, they will receive positive experiences and memories that will confirm their decisions of giving up dieting to pursue a healthier lifestyle.
The result turns out to be a product that accompanies and guides the user to be more mindful throughout the eating journey. Foodpal is a product with a pair of chopsticks linked to a plant-growing app. The pressure sensor on the head of the chopsticks can monitor the user's eating speed, thereby affecting the growth of plants on the app. The interaction with the app encourages the user to be more mindful of the eating process. The growth of the plant on one hand is a metaphor for the recovery of the user's body due to eating. On the other hand, it is the reward for the user’s courage to fight against their fear of eating and gaining weight, so that they can be motivated to keep eating in a new mindful way.
Design a digital experience that delivers value to smart home users
Inspire and guide people to automate their homes, so they can live a carefree life
To answer the research question and fulfil the objectives, the thesis adopted a four-diamond design process. In the discovery phase, the research reviewed the literature on personal informatics and sleep solutions, then plotted the Somnox data ecosystem. In the refining phase, the user research was performed to obtain profound insights, create a journey map, and user profiles by using a sensitizing diary, fetching data from servers, creating data visualization, and conducting interviews. The user research found that users stick to standardized breathing settings without engaging themselves in self-experimenting with breathing settings due to the lack of guidance and support. Thus, the project’s design goal is to let users feel guided and at ease during self-experimenting different breathing settings.
By going through creative sessions and user testing in the developing phase, the research found out four essential design elements to achieve design goal: (1) step by step learning experience, (2) dynamics of breathing rate, (3) growing together through empowering the breathing recommendation system, and (4) breathing with a specific goal which reflects causes of poor sleep. Eventually, the proposed design integrated these four elements into three levels of personalized breathing rhythms, including customized breathing, optimized breathing, and contextualized breathing.
In the evaluation phase, the proposed design was evaluated through user scenarios and high-fidelity prototypes. The results showed that users highly appreciated the guidance and ease through measuring personal conditions to tailor three-level breathing rhythms. This study emphasizes the transition role of the proposed concept from three-level of personalized breathing with a data loop and, ultimately, toward the adaptively synthesized breathing.
...
To answer the research question and fulfil the objectives, the thesis adopted a four-diamond design process. In the discovery phase, the research reviewed the literature on personal informatics and sleep solutions, then plotted the Somnox data ecosystem. In the refining phase, the user research was performed to obtain profound insights, create a journey map, and user profiles by using a sensitizing diary, fetching data from servers, creating data visualization, and conducting interviews. The user research found that users stick to standardized breathing settings without engaging themselves in self-experimenting with breathing settings due to the lack of guidance and support. Thus, the project’s design goal is to let users feel guided and at ease during self-experimenting different breathing settings.
By going through creative sessions and user testing in the developing phase, the research found out four essential design elements to achieve design goal: (1) step by step learning experience, (2) dynamics of breathing rate, (3) growing together through empowering the breathing recommendation system, and (4) breathing with a specific goal which reflects causes of poor sleep. Eventually, the proposed design integrated these four elements into three levels of personalized breathing rhythms, including customized breathing, optimized breathing, and contextualized breathing.
In the evaluation phase, the proposed design was evaluated through user scenarios and high-fidelity prototypes. The results showed that users highly appreciated the guidance and ease through measuring personal conditions to tailor three-level breathing rhythms. This study emphasizes the transition role of the proposed concept from three-level of personalized breathing with a data loop and, ultimately, toward the adaptively synthesized breathing.
Aito Sound
A proof of concept exploration for haptics and sound with piezoelectrics
Aito has developed a technology that can be placedunderneath surfaces to give haptic feedback. They make use of piezoelectricdiscs to sense a pressure difference and actuate a pulse if this differencereaches a certain level. This system is possible because of the piezoelectriccrystals in the discs. These crystals create current from movement for thesensing action, and create movement by adding current for actuation action.These properties, combined with the way Aito layers the structure to supportthe piezoelectric discs, allow for this type of haptic feedback which mimicsthe press of a button. While the technology of Aito currently focuses on asingle pulse to simulate the feeling of a button, it is possible to send acontinuous stream of vibrations through the piezoelectric discs. This streamcould be a pulse that is being repeated over and over, or it could be avariation of pulses which creates music. This last possibility is explored inthis graduation project by a state-of-the-art review, objective measuringtechniques and subjective measuring techniques. With Aito’s current structure, it seems possible to create aspeaker in which the surface is vibrated to create audio according to thegathered literature in the state-of-the-art review. The literature describestwo types of speakers with a similar structure as Aito, which are the distributedmode loudspeakers and multiactuator panels. These speakers use a vibrationmodule (an exciter), to move the surface they are attached to. The differencebetween these two speakers is the placement and number of exciters. Both thesespeakers have a different designing approach than the standard design processof coil-based speakers. The design approach for distributed mode loudspeakersand multiactuator panels is used in this project but incorporates sometechniques from the usual procedure. The main elements that are adopted fromthe standard audio engineering approach relate to the validation of the setupwith users and measurements.The traditional approach of audio engineers to involve usersinto the design process, is by letting participants participate in listeningtest to define the audio quality perception of the speaker. This approach isadapted in this project into an approach which allows users to define theiraudio quality expectations; this involves users earlier on into the designprocess. By letting users participate early on in the process, the audioquality experience can be changed efficiently. The perceptions could improvethe experience at the end of the process, while the expectations change it inthe beginning. The expectation that is explored during this research involvesfoldable laptops and tablets. This approach shows that the audio quality of foldablelaptops is expected to be higher than foldable tablets. The whole foldablegroup is expected to perform lower than a laptop, but higher than a smartphone.The expected speaker placement also showed a difference between foldablelaptops and foldable tablets, which shows similarities to their non-foldable devicegroup. Therefore, a speaker that is integrated into the surface would ensurethat the speaker location is most optimal in both the laptop position as wellas the tablet position of a foldable device. For the measurement validation, various tests were donebased on the approach of audio engineers to define how Aito’s structureperforms for audio functionalities. This approach was chosen to compare theresults to the requirements of the industry; these take volume levels andfrequency range of the audio into account. When these requirements arecombined, a grading system is created to help in selecting the correct speakerfor specific experiences. The tests were done with simplified models of afoldable tablet because this product group is the best fit for a haptic andaudio combination. In total, there were eight individual models used during thesystem performance testing. All these models originated from one basic model,which was a simplified foldable tablet structure; this model can be seen infigure 1. Its structure is separated into two identical halves to be able tocreate stereo audio when both halves are used. In the individual models,changes were made to test the effects of different surface materials, surfaceedge fixtures, piezoelectric disc layouts and uses of the space behind thesystem. These changes were mainly based on the design principles of distributedmode loudspeakers and multiactuator panels but were combined with some designprinciples dictated by Aito and the speaker industry. This research was a first step in the direction of audiowith Aito’s current setup. From the performance of eight models in combinationwith the user expectations on foldable laptops and tablets can be concludedthat the technology is not yet there. However, for less demanding products,such as intercoms, the audio quality can be deemed good enough as is with somesmall improvements. There is also the possibility to use the system only forhigher frequencies and haptics and add another speaker to generate lowerfrequencies. ...
Aito has developed a technology that can be placedunderneath surfaces to give haptic feedback. They make use of piezoelectricdiscs to sense a pressure difference and actuate a pulse if this differencereaches a certain level. This system is possible because of the piezoelectriccrystals in the discs. These crystals create current from movement for thesensing action, and create movement by adding current for actuation action.These properties, combined with the way Aito layers the structure to supportthe piezoelectric discs, allow for this type of haptic feedback which mimicsthe press of a button. While the technology of Aito currently focuses on asingle pulse to simulate the feeling of a button, it is possible to send acontinuous stream of vibrations through the piezoelectric discs. This streamcould be a pulse that is being repeated over and over, or it could be avariation of pulses which creates music. This last possibility is explored inthis graduation project by a state-of-the-art review, objective measuringtechniques and subjective measuring techniques. With Aito’s current structure, it seems possible to create aspeaker in which the surface is vibrated to create audio according to thegathered literature in the state-of-the-art review. The literature describestwo types of speakers with a similar structure as Aito, which are the distributedmode loudspeakers and multiactuator panels. These speakers use a vibrationmodule (an exciter), to move the surface they are attached to. The differencebetween these two speakers is the placement and number of exciters. Both thesespeakers have a different designing approach than the standard design processof coil-based speakers. The design approach for distributed mode loudspeakersand multiactuator panels is used in this project but incorporates sometechniques from the usual procedure. The main elements that are adopted fromthe standard audio engineering approach relate to the validation of the setupwith users and measurements.The traditional approach of audio engineers to involve usersinto the design process, is by letting participants participate in listeningtest to define the audio quality perception of the speaker. This approach isadapted in this project into an approach which allows users to define theiraudio quality expectations; this involves users earlier on into the designprocess. By letting users participate early on in the process, the audioquality experience can be changed efficiently. The perceptions could improvethe experience at the end of the process, while the expectations change it inthe beginning. The expectation that is explored during this research involvesfoldable laptops and tablets. This approach shows that the audio quality of foldablelaptops is expected to be higher than foldable tablets. The whole foldablegroup is expected to perform lower than a laptop, but higher than a smartphone.The expected speaker placement also showed a difference between foldablelaptops and foldable tablets, which shows similarities to their non-foldable devicegroup. Therefore, a speaker that is integrated into the surface would ensurethat the speaker location is most optimal in both the laptop position as wellas the tablet position of a foldable device. For the measurement validation, various tests were donebased on the approach of audio engineers to define how Aito’s structureperforms for audio functionalities. This approach was chosen to compare theresults to the requirements of the industry; these take volume levels andfrequency range of the audio into account. When these requirements arecombined, a grading system is created to help in selecting the correct speakerfor specific experiences. The tests were done with simplified models of afoldable tablet because this product group is the best fit for a haptic andaudio combination. In total, there were eight individual models used during thesystem performance testing. All these models originated from one basic model,which was a simplified foldable tablet structure; this model can be seen infigure 1. Its structure is separated into two identical halves to be able tocreate stereo audio when both halves are used. In the individual models,changes were made to test the effects of different surface materials, surfaceedge fixtures, piezoelectric disc layouts and uses of the space behind thesystem. These changes were mainly based on the design principles of distributedmode loudspeakers and multiactuator panels but were combined with some designprinciples dictated by Aito and the speaker industry. This research was a first step in the direction of audiowith Aito’s current setup. From the performance of eight models in combinationwith the user expectations on foldable laptops and tablets can be concludedthat the technology is not yet there. However, for less demanding products,such as intercoms, the audio quality can be deemed good enough as is with somesmall improvements. There is also the possibility to use the system only forhigher frequencies and haptics and add another speaker to generate lowerfrequencies.
#FASHIONISME
A design to break weight stigma internalisation circle in the age of social media
With clear design goal and qualities defined, the design starts with making use of the relevant elements in the whole shopping experience, including online interactions and in-store experience. The concept is developed through user- participatory iterations and evaluations. The final concept is a trans-media experience aiming to make the user encourage them to embrace the body shape diversity actively, and aware of the stigmatising environment on social media.
Finally the evaluation was conducted to validate if the concept fulfilled the design goal and reach the interaction qualities. A workable prototype and video were used to facilitate the evaluation online and offline. ...
With clear design goal and qualities defined, the design starts with making use of the relevant elements in the whole shopping experience, including online interactions and in-store experience. The concept is developed through user- participatory iterations and evaluations. The final concept is a trans-media experience aiming to make the user encourage them to embrace the body shape diversity actively, and aware of the stigmatising environment on social media.
Finally the evaluation was conducted to validate if the concept fulfilled the design goal and reach the interaction qualities. A workable prototype and video were used to facilitate the evaluation online and offline.
Insight.me
Enabling a collaborative use of healthcare data
To develop the design vision, literature research was carried and user research was done with healthcare professionals and patients. Mixed methods were used to collect and analyze qualitative data.
The results have revealed that trust plays a key role in a data-based collaborative system. It enables users and professionals engagements and provides value to other stakeholders involved. Furthermore, the research has revealed that ethical uses of data are critical to unlocking interactions in such a system. Based on that, a platform called "Insight .me" was designed.
From a design perspective, this thesis emphasizes the need for enabling data as material for personal reflection and collaboration, besides, it reinforces the need of designing ethical and trust base businesses to deal with self-tracked and personal data. ...
To develop the design vision, literature research was carried and user research was done with healthcare professionals and patients. Mixed methods were used to collect and analyze qualitative data.
The results have revealed that trust plays a key role in a data-based collaborative system. It enables users and professionals engagements and provides value to other stakeholders involved. Furthermore, the research has revealed that ethical uses of data are critical to unlocking interactions in such a system. Based on that, a platform called "Insight .me" was designed.
From a design perspective, this thesis emphasizes the need for enabling data as material for personal reflection and collaboration, besides, it reinforces the need of designing ethical and trust base businesses to deal with self-tracked and personal data.
Smash it or crack it
Designing interventions for emotional eaters to engage in behavioral expressions of emotional distress
Medical self-management is critical in obtaining asthma control. Research suggests that the majority of patients can obtain asthma control, yet most adults are still living with uncontrolled asthma. Both extensive literature research and qualitative research with asthma patients and healthcare providers were executed to uncover what the barriers are that asthma patients face in medical asthma self-management.
The research uncovered three main problems that form barriers to efficient self-management.: beliefs, low motivation, and inability. Each of these problems has its underlying causes. Beliefs are caused by (1) paternalistic care, (2) lack of stimulation, (3) shortcomings in knowledge sources. Low motivation is the result of (1) paternalistic care, (2) lack of awareness, (3) discouragement due to inadequate tools. At last, inability is caused by (1) lack of knowledge, (2) lack of skills (3) lack of insight.
Several opportunity areas to enhance the self-management of asthma patients were discovered: (a) patient education, (b) self-tailoring, and (c) increasing competence.
Patient education can be enhanced by creating awareness and providing a better knowledge source through (1) personalization, (2) spreading knowledge. Enabling the patient to self-tailor can induce more active participation of the patient. Increasing the asthma patient’s competence can be done by (1) increasing self-knowledge (2) enabling action.
To overcome the barriers to self-management a design was proposed: vea. Vea consists of an app and a physical product.
The app enables the user to set goals and supports the user to achieve these goals. Through working on the goals, the app learns about the user and gets personalized. The physical device supports the app by measuring the air quality in the home of the user and gives feedback on this.
Key user benefits of the design are:
Personalization
Vea is designed to match the patients’ needs. Through personalizing its approach and content, the app becomes relevant to the user.
Being in control
The user is in charge of the goals they want to achieve. The app assists them by making the once invisible complaints and effects of self-management explicit.
Increased capability
Vea provides structured tools that increase the capability of the user to self-manage their asthma. Through seamlessly collecting data and providing relevant feedback and tips, the user is motivated and capable of acting.
User evaluation demonstrated that the proposed design is undoubtedly promising. Both asthma patients and general practitioners indicated that the design could lead to increased insight, motivation, and enhanced competence of medical self-management.
The main limitation of this master thesis is, however, determining the long-term effect of the design. Although the design has shown to be promising, unfortunately, no statement can be made of the long-term effect of vea on the actual improvement of medical self-management. To be able to do so, the design should be further developed and tested in the long term.
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Medical self-management is critical in obtaining asthma control. Research suggests that the majority of patients can obtain asthma control, yet most adults are still living with uncontrolled asthma. Both extensive literature research and qualitative research with asthma patients and healthcare providers were executed to uncover what the barriers are that asthma patients face in medical asthma self-management.
The research uncovered three main problems that form barriers to efficient self-management.: beliefs, low motivation, and inability. Each of these problems has its underlying causes. Beliefs are caused by (1) paternalistic care, (2) lack of stimulation, (3) shortcomings in knowledge sources. Low motivation is the result of (1) paternalistic care, (2) lack of awareness, (3) discouragement due to inadequate tools. At last, inability is caused by (1) lack of knowledge, (2) lack of skills (3) lack of insight.
Several opportunity areas to enhance the self-management of asthma patients were discovered: (a) patient education, (b) self-tailoring, and (c) increasing competence.
Patient education can be enhanced by creating awareness and providing a better knowledge source through (1) personalization, (2) spreading knowledge. Enabling the patient to self-tailor can induce more active participation of the patient. Increasing the asthma patient’s competence can be done by (1) increasing self-knowledge (2) enabling action.
To overcome the barriers to self-management a design was proposed: vea. Vea consists of an app and a physical product.
The app enables the user to set goals and supports the user to achieve these goals. Through working on the goals, the app learns about the user and gets personalized. The physical device supports the app by measuring the air quality in the home of the user and gives feedback on this.
Key user benefits of the design are:
Personalization
Vea is designed to match the patients’ needs. Through personalizing its approach and content, the app becomes relevant to the user.
Being in control
The user is in charge of the goals they want to achieve. The app assists them by making the once invisible complaints and effects of self-management explicit.
Increased capability
Vea provides structured tools that increase the capability of the user to self-manage their asthma. Through seamlessly collecting data and providing relevant feedback and tips, the user is motivated and capable of acting.
User evaluation demonstrated that the proposed design is undoubtedly promising. Both asthma patients and general practitioners indicated that the design could lead to increased insight, motivation, and enhanced competence of medical self-management.
The main limitation of this master thesis is, however, determining the long-term effect of the design. Although the design has shown to be promising, unfortunately, no statement can be made of the long-term effect of vea on the actual improvement of medical self-management. To be able to do so, the design should be further developed and tested in the long term.
Energizing sleep-deprived parents
Unlocking parents evening activities with mindful and secular rituals
These findings result in the mobile application: Tada. A gentle and guiltfree tool that suggests personal rituals with the four ritual intentions to energize parents in the evening. The direct way of choosing rituals creates moments of frictions that make you reflect what your current energy level is in the evening. It motivates you to try out new rituals you have not tried before. Tada does not make choices for you, but it only supports your choices. In this way, Tada makes you slow down and mindful to recharge you for the next day. ...
These findings result in the mobile application: Tada. A gentle and guiltfree tool that suggests personal rituals with the four ritual intentions to energize parents in the evening. The direct way of choosing rituals creates moments of frictions that make you reflect what your current energy level is in the evening. It motivates you to try out new rituals you have not tried before. Tada does not make choices for you, but it only supports your choices. In this way, Tada makes you slow down and mindful to recharge you for the next day.