J.J. Kraal
Please Note
20 records found
1
The project followed the Double Diamond process, moving from broad exploration towards a focused design proposal. A literature review was conducted on cardiac rehabilitation, blended care, hybrid care, technology adoption, and behaviour change. This was complemented by context research at Basalt, including semi-structured interviews, stakeholder walk-alongs, stakeholder mapping, thematic analysis, and journey mapping. Insights were gathered from patients, physiotherapists, other healthcare professionals, organisational stakeholders, and researchers to understand the current pathway, stakeholder needs, and barriers to implementation.
The research showed that blended care is already present at Basalt, especially within physiotherapy through physical training, home exercises via Physitrack, and evaluation phone calls. However, it is not yet clearly defined, consistently introduced, or structurally embedded in daily practice. Patients are not
always sufficiently onboarded, which contributes to limited engagement with digital tools. Physiotherapists also differ in how they apply blended care, partly due to the absence of a shared workflow. In addition, the findings showed that remote coaching currently relies strongly on subjective self-report. This supported Basalt’s existing ambition to integrate activity tracker data into the pathway, as step count data could provide physiotherapists with more objective insight into patients’ daily physical activity. However, the findings also showed that this data will only be useful if it supports coaching in a practical way and does not create extra workload.
Based on these insights, the design direction shifted towards supporting Basalt’s organisational team in onboarding physiotherapists to the use of activity tracker data. The final concept, Steps2Coach, consists of a physical pathway cube and a supporting poster. The cube visualises six phases of the physiotherapy trajectory: physio intake, physical treatment, home training, evaluation preparation, evaluation phone call, and aftercare. Each side explains the patient milestone, the physiotherapist’s role, the added value of activity tracker data, and a coaching prompt. The poster provides additional context about The Box and practical support. Together, these elements make activity tracker data visible, tangible, and connected to concrete coaching moments. Evaluation showed that Steps2Coach is clear, engaging, and relevant as a first step towards implementation, while further testing and practical integration are still needed.
...
The project followed the Double Diamond process, moving from broad exploration towards a focused design proposal. A literature review was conducted on cardiac rehabilitation, blended care, hybrid care, technology adoption, and behaviour change. This was complemented by context research at Basalt, including semi-structured interviews, stakeholder walk-alongs, stakeholder mapping, thematic analysis, and journey mapping. Insights were gathered from patients, physiotherapists, other healthcare professionals, organisational stakeholders, and researchers to understand the current pathway, stakeholder needs, and barriers to implementation.
The research showed that blended care is already present at Basalt, especially within physiotherapy through physical training, home exercises via Physitrack, and evaluation phone calls. However, it is not yet clearly defined, consistently introduced, or structurally embedded in daily practice. Patients are not
always sufficiently onboarded, which contributes to limited engagement with digital tools. Physiotherapists also differ in how they apply blended care, partly due to the absence of a shared workflow. In addition, the findings showed that remote coaching currently relies strongly on subjective self-report. This supported Basalt’s existing ambition to integrate activity tracker data into the pathway, as step count data could provide physiotherapists with more objective insight into patients’ daily physical activity. However, the findings also showed that this data will only be useful if it supports coaching in a practical way and does not create extra workload.
Based on these insights, the design direction shifted towards supporting Basalt’s organisational team in onboarding physiotherapists to the use of activity tracker data. The final concept, Steps2Coach, consists of a physical pathway cube and a supporting poster. The cube visualises six phases of the physiotherapy trajectory: physio intake, physical treatment, home training, evaluation preparation, evaluation phone call, and aftercare. Each side explains the patient milestone, the physiotherapist’s role, the added value of activity tracker data, and a coaching prompt. The poster provides additional context about The Box and practical support. Together, these elements make activity tracker data visible, tangible, and connected to concrete coaching moments. Evaluation showed that Steps2Coach is clear, engaging, and relevant as a first step towards implementation, while further testing and practical integration are still needed.
This graduation project, commissioned by Leiden University Medical Centre (LUMC), addressed the research question: "How can conversational agents be designed to train healthcare professionals in delivering lifestyle counselling within the 10–15 minute consultation time frame?" The study employed a comprehensive research methodology including literature review and two phases of user research to identify and reframe the core problem. The research revealed that the commonly cited "lack of time" barrier is actually a symptom of a deeper "professional capability gap," encompassing insufficient practical skills, low confidence, and inadequate LM awareness. Focused interviews with clinicians in hospitals further identified a "systemic support gap," characterised by a lack of structured workflows and integrated infrastructure.
Based on these findings, the study developed WellSaid, an AI-driven digital ecosystem designed to train and support clinicians in lifestyle counselling. The solution comprises three integrated components: Consultation Training featuring an AI conversational agent for role-play practice; a Lifestyle Toolkit providing practical resources and support materials; and a Library serving as a centralised hub for accessible, evidence-based information. Expert review by LUMC clinicians confirmed the prototype's desirability and conceptual feasibility, validating that AI-driven conversational training ecosystems can effectively address professional capability gaps. This project demonstrates that AI-based conversational training ecosystems can effectively equip healthcare professionals with practical skills, confidence, and systematic support necessary for integrating lifestyle counselling into routine hospital care, promoting broader LM adoption and supporting more preventive, patient-centered healthcare delivery.
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This graduation project, commissioned by Leiden University Medical Centre (LUMC), addressed the research question: "How can conversational agents be designed to train healthcare professionals in delivering lifestyle counselling within the 10–15 minute consultation time frame?" The study employed a comprehensive research methodology including literature review and two phases of user research to identify and reframe the core problem. The research revealed that the commonly cited "lack of time" barrier is actually a symptom of a deeper "professional capability gap," encompassing insufficient practical skills, low confidence, and inadequate LM awareness. Focused interviews with clinicians in hospitals further identified a "systemic support gap," characterised by a lack of structured workflows and integrated infrastructure.
Based on these findings, the study developed WellSaid, an AI-driven digital ecosystem designed to train and support clinicians in lifestyle counselling. The solution comprises three integrated components: Consultation Training featuring an AI conversational agent for role-play practice; a Lifestyle Toolkit providing practical resources and support materials; and a Library serving as a centralised hub for accessible, evidence-based information. Expert review by LUMC clinicians confirmed the prototype's desirability and conceptual feasibility, validating that AI-driven conversational training ecosystems can effectively address professional capability gaps. This project demonstrates that AI-based conversational training ecosystems can effectively equip healthcare professionals with practical skills, confidence, and systematic support necessary for integrating lifestyle counselling into routine hospital care, promoting broader LM adoption and supporting more preventive, patient-centered healthcare delivery.
Methodologically, the project uses Research through Design with participatory methods to generate situated insight rather than a fixed solution. The study unfolds across four phases that move from context to concept, from interaction to impact. Activities include co-creation with ADHD participants, expert interviews, iterative prototyping, user testing, and reflective sessions. In Phase 1, three co-creation sessions engaged nine students with ADHD, complemented by interviews with five experts. Phase 2, is where ideation activities take place and a concept for SE for ADHD is developed. In Phase 3, a first self-experimentation toolkit was prototyped and tested over two weeks, followed by a group session. In Phase 4, a refined toolkit was tested for two weeks by seven participants, followed by one on one interviews.
Two design artefacts structure the inquiry. Prototype 1 introduced a friendly, low-barrier toolkit built around the idea of consistency over perfection, with two foldable journals, a map, and a compass to support planning, tracking, and reflection. Prototype 2 consolidated use into a single foldable journal with optional stickers and a digital guide, aiming to reduce fragmentation and make the two week journey visible and easier to sustain. Both prototypes follow a three-step self-experimentation cycle of Plan, Track, and Reflect adapted for ADHD.
Across phases, three contributions emerge. First, Phase 1 introduces Dropout States as a framing for moments when ADHD users are most likely to disengage. These tags capture recurrent pitfalls such as Overwhelm, Perfectionist, Negative, Low Stimulation, and Unaccountable, and help explain why well-intended plans fail. Second, a complementary set of Guiding Principles is articulated to counter these pitfalls, including Simplicity, Guidance, Positivity, Stimulation, Accountability, Visibility, Flexibility, and Sensemaking. Third, the project defines SE as a potential reframing tool for ADHD individuals. Together, these elements form a practical lens for designing tools that help people show up, learn, and adjust.
Findings show that self-experimentation can reframe the change process in useful ways. Participants described relief from perfection pressure, better organization of mental clutter, clearer translation of intentions into concrete actions, and more individualized strategies that fit current context. At the same time, the approach introduces frictions that matter in ADHD. Many participants relied on external accountability, reported cognitive effort at key steps such as planning and daily documentation, and found hybrid or purely physical formats hard to keep accessible in daily life. These insights position self-experimentation as a promising tool for initiating change and building self-knowledge, provided that tools include supportive structures and minimize effort.
The project proposes a Progressive Engagement Model as a way to align the method with ADHD needs. In this model, people begin with short, guided micro-experiments that are playful and low effort, then shift toward greater autonomy only as readiness and confidence grow. This direction sits alongside clear limitations of the study, including two-week trials, a sample of eleven ADHD participants and five experts across phases, heavy reliance on qualitative evidence, and the potential influence of researcher facilitation on engagement.
In sum, self-experimentation is not a single solution. It is a practical way to potentially reframe health behavior change for young adults with ADHD, making the process more forgiving, organized, actionable, and personally relevant, as long as design choices reduce cognitive load and bring in accountability where needed. Ultimately, this thesis contributes to a body of research that seeks to understand ADHD not only through deficits but through contextual and experiential knowledge. By investigating self-experimentation not as a fix, but as a reflective and adaptive process, the project highlights the value of designing with neurodiverse users. Breaking the cycle means more than disrupting habits, it means challenging assumptions about what change should look like.
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Methodologically, the project uses Research through Design with participatory methods to generate situated insight rather than a fixed solution. The study unfolds across four phases that move from context to concept, from interaction to impact. Activities include co-creation with ADHD participants, expert interviews, iterative prototyping, user testing, and reflective sessions. In Phase 1, three co-creation sessions engaged nine students with ADHD, complemented by interviews with five experts. Phase 2, is where ideation activities take place and a concept for SE for ADHD is developed. In Phase 3, a first self-experimentation toolkit was prototyped and tested over two weeks, followed by a group session. In Phase 4, a refined toolkit was tested for two weeks by seven participants, followed by one on one interviews.
Two design artefacts structure the inquiry. Prototype 1 introduced a friendly, low-barrier toolkit built around the idea of consistency over perfection, with two foldable journals, a map, and a compass to support planning, tracking, and reflection. Prototype 2 consolidated use into a single foldable journal with optional stickers and a digital guide, aiming to reduce fragmentation and make the two week journey visible and easier to sustain. Both prototypes follow a three-step self-experimentation cycle of Plan, Track, and Reflect adapted for ADHD.
Across phases, three contributions emerge. First, Phase 1 introduces Dropout States as a framing for moments when ADHD users are most likely to disengage. These tags capture recurrent pitfalls such as Overwhelm, Perfectionist, Negative, Low Stimulation, and Unaccountable, and help explain why well-intended plans fail. Second, a complementary set of Guiding Principles is articulated to counter these pitfalls, including Simplicity, Guidance, Positivity, Stimulation, Accountability, Visibility, Flexibility, and Sensemaking. Third, the project defines SE as a potential reframing tool for ADHD individuals. Together, these elements form a practical lens for designing tools that help people show up, learn, and adjust.
Findings show that self-experimentation can reframe the change process in useful ways. Participants described relief from perfection pressure, better organization of mental clutter, clearer translation of intentions into concrete actions, and more individualized strategies that fit current context. At the same time, the approach introduces frictions that matter in ADHD. Many participants relied on external accountability, reported cognitive effort at key steps such as planning and daily documentation, and found hybrid or purely physical formats hard to keep accessible in daily life. These insights position self-experimentation as a promising tool for initiating change and building self-knowledge, provided that tools include supportive structures and minimize effort.
The project proposes a Progressive Engagement Model as a way to align the method with ADHD needs. In this model, people begin with short, guided micro-experiments that are playful and low effort, then shift toward greater autonomy only as readiness and confidence grow. This direction sits alongside clear limitations of the study, including two-week trials, a sample of eleven ADHD participants and five experts across phases, heavy reliance on qualitative evidence, and the potential influence of researcher facilitation on engagement.
In sum, self-experimentation is not a single solution. It is a practical way to potentially reframe health behavior change for young adults with ADHD, making the process more forgiving, organized, actionable, and personally relevant, as long as design choices reduce cognitive load and bring in accountability where needed. Ultimately, this thesis contributes to a body of research that seeks to understand ADHD not only through deficits but through contextual and experiential knowledge. By investigating self-experimentation not as a fix, but as a reflective and adaptive process, the project highlights the value of designing with neurodiverse users. Breaking the cycle means more than disrupting habits, it means challenging assumptions about what change should look like.
The goal of this graduation project is to improve the healthcare experience for patients with joint complaints from the initial hospital appointment to the the start of rehabilitation. Focusing on the context of Basalt rehabilitation and Reinier de Graaf Hospital.
Using a user-centered design approach supported by the Double Diamond model, the project involved extensive literature research, context mapping, interviews, and observational studies with both patients and healthcare professionals.
The patient interviews showed that patients gain valuable knowledge and skills, such as energy management and understanding of the pain system, during rehabilitation. While this information and tools could have helped many patients much earlier. Delayed access to such insights can lead to a lower quality of life.
These insights shaped the final design, the Pacewise app. This app is an useful tool meant to give patients a timely and easily way to better manage their energy levels before they require rehabilitation. ...
The goal of this graduation project is to improve the healthcare experience for patients with joint complaints from the initial hospital appointment to the the start of rehabilitation. Focusing on the context of Basalt rehabilitation and Reinier de Graaf Hospital.
Using a user-centered design approach supported by the Double Diamond model, the project involved extensive literature research, context mapping, interviews, and observational studies with both patients and healthcare professionals.
The patient interviews showed that patients gain valuable knowledge and skills, such as energy management and understanding of the pain system, during rehabilitation. While this information and tools could have helped many patients much earlier. Delayed access to such insights can lead to a lower quality of life.
These insights shaped the final design, the Pacewise app. This app is an useful tool meant to give patients a timely and easily way to better manage their energy levels before they require rehabilitation.
Dual-Task Training with Consigo
Motivating older adults to follow cognitive and physical training for an active and healthy ageing
This thesis, conducted in collaboration with the Portuguese company Neuroinova, presents the development and evaluation of a digital intervention aimed at integrating physical exercises into their platform for cognitive training COGWEB in individuals experiencing cognitive decline or impairments. The integration process started with ACTIVAS, a program developed in collaboration with researchers from the University of Aveiro, who provided guidelines for an effective physical exercise regimen based on personalization and progression. However, motivating users to adhere to the program, particularly in a remote setting, remained a challenge.
Understanding the needs and barriers of both patients and professionals was crucial to shaping a program that positively impacts user motivation.
Utilizing a user-centered design approach, including generative sessions, interviews with healthcare professionals, and literature reviews, two primary user groups were identified: sedentary individuals with minimal physical activity and busy active individuals with irregular physical exercise patterns. Despite individual differences, the insights revealed that successful integration of physical exercises into COGWEB requires clear, structured guidance from a trusted professional, such as a physiotherapist, alongside engaging and enjoyable exercise activities. Personalization of the program emerged as a key factor in addressing these needs.
The design process focused on ensuring effective guidance and engagement by iteratively testing various prototypes of exercise sessions, with special attention to interaction qualities such as being engaged, guided, proud, trusting, and in control.
The final concept involved a session where cognitive tasks in the form of games—similar to the original COGWEB format—were paired with physical movements and exercises, allowing users to train both cognitive functions and their body simultaneously. Emphasis was placed on providing clear instructions and professional guidance through the presence of a physiotherapist.
Final test results showed promise in motivating sedentary individuals to participate in these sessions, achieving the design goal of ensuring guidance and engagement. While the design objective of this thesis was met within the study's scope, further work is necessary to implement and evaluate the program's long-term effectiveness in real-world settings. The findings suggest that this approach has the potential to significantly increase physical activity levels and improve adherence among elderly COGWEB users, contributing to their overall well-being. ...
This thesis, conducted in collaboration with the Portuguese company Neuroinova, presents the development and evaluation of a digital intervention aimed at integrating physical exercises into their platform for cognitive training COGWEB in individuals experiencing cognitive decline or impairments. The integration process started with ACTIVAS, a program developed in collaboration with researchers from the University of Aveiro, who provided guidelines for an effective physical exercise regimen based on personalization and progression. However, motivating users to adhere to the program, particularly in a remote setting, remained a challenge.
Understanding the needs and barriers of both patients and professionals was crucial to shaping a program that positively impacts user motivation.
Utilizing a user-centered design approach, including generative sessions, interviews with healthcare professionals, and literature reviews, two primary user groups were identified: sedentary individuals with minimal physical activity and busy active individuals with irregular physical exercise patterns. Despite individual differences, the insights revealed that successful integration of physical exercises into COGWEB requires clear, structured guidance from a trusted professional, such as a physiotherapist, alongside engaging and enjoyable exercise activities. Personalization of the program emerged as a key factor in addressing these needs.
The design process focused on ensuring effective guidance and engagement by iteratively testing various prototypes of exercise sessions, with special attention to interaction qualities such as being engaged, guided, proud, trusting, and in control.
The final concept involved a session where cognitive tasks in the form of games—similar to the original COGWEB format—were paired with physical movements and exercises, allowing users to train both cognitive functions and their body simultaneously. Emphasis was placed on providing clear instructions and professional guidance through the presence of a physiotherapist.
Final test results showed promise in motivating sedentary individuals to participate in these sessions, achieving the design goal of ensuring guidance and engagement. While the design objective of this thesis was met within the study's scope, further work is necessary to implement and evaluate the program's long-term effectiveness in real-world settings. The findings suggest that this approach has the potential to significantly increase physical activity levels and improve adherence among elderly COGWEB users, contributing to their overall well-being.
Boost Communication on Mental Self-Reflection in KNSB Talent Teams
To prevent the risk of over-or undertraining with the help of monitoring systems
Several interviews were conducted with athletes, experts from the KNSB Talent Teams (KTTs), and other experts in the field of AMS, sports psychology,
and sports innovation centers. These interviews were used to explore how the target group reflected on their sports’ progression and how the feedback process from the KTT staff played a role in this, supported by a literature review of related topics in the context of the project aim.
After interviews with athletes, coaches, and embedded scientists, potential design directions were identified and one was selected by evaluating the directions for feasibility and impact concerning the project aim. The chosen design opportunity is to improve communication about AMS between athletes and their coaches and to provide more guidance in an athlete’s reflective process when they need to measure their recovery-stress state of ‘Mental Readiness’ in AMS, which can be described as the athlete’s ability to concentrate on the execution of a training session. Measuring the recovery-stress state of an athlete can help identify the risk of under- or overtraining. Athletes and coaches experience difficulties interpreting and assessing ‘Mental Readiness’.
Brainstorming and concept validation sessions are conducted to develop a final design: a workshop session consisting of a presentation with three assignments to allow athletes and their coach to share their interpretations of the ‘Mental Readiness’ scale and to give first steps of guidance on how to reflect as an athlete on this scale. The final design is an addition to the kick-off meeting at the beginning of the speed skating season. It also proposes a roadmap for the long-term implementation of the final design in the context of the target group, including additional suggestions for other workshops and presentations to improve communication and behavior around AMS based on the insights from the interviews.
Further research should investigate how the final design leads to behavioral changes in user engagement and motivation in long-term implementation.
In addition, other aspects of the recovery-stress state, such as ‘emotional state’ and ‘motivation’, could be explored to broaden the communication and enhance the self-reflection of the athlete. In future research, it is important to expand guidance for athletes in their reflective capacity and for KTT staff in the correct interpretation and next steps when receiving ‘Mental Readiness’ data. This will help to motivate athletes to work with the final design and increase user engagement with the Athlete Management System. ...
Several interviews were conducted with athletes, experts from the KNSB Talent Teams (KTTs), and other experts in the field of AMS, sports psychology,
and sports innovation centers. These interviews were used to explore how the target group reflected on their sports’ progression and how the feedback process from the KTT staff played a role in this, supported by a literature review of related topics in the context of the project aim.
After interviews with athletes, coaches, and embedded scientists, potential design directions were identified and one was selected by evaluating the directions for feasibility and impact concerning the project aim. The chosen design opportunity is to improve communication about AMS between athletes and their coaches and to provide more guidance in an athlete’s reflective process when they need to measure their recovery-stress state of ‘Mental Readiness’ in AMS, which can be described as the athlete’s ability to concentrate on the execution of a training session. Measuring the recovery-stress state of an athlete can help identify the risk of under- or overtraining. Athletes and coaches experience difficulties interpreting and assessing ‘Mental Readiness’.
Brainstorming and concept validation sessions are conducted to develop a final design: a workshop session consisting of a presentation with three assignments to allow athletes and their coach to share their interpretations of the ‘Mental Readiness’ scale and to give first steps of guidance on how to reflect as an athlete on this scale. The final design is an addition to the kick-off meeting at the beginning of the speed skating season. It also proposes a roadmap for the long-term implementation of the final design in the context of the target group, including additional suggestions for other workshops and presentations to improve communication and behavior around AMS based on the insights from the interviews.
Further research should investigate how the final design leads to behavioral changes in user engagement and motivation in long-term implementation.
In addition, other aspects of the recovery-stress state, such as ‘emotional state’ and ‘motivation’, could be explored to broaden the communication and enhance the self-reflection of the athlete. In future research, it is important to expand guidance for athletes in their reflective capacity and for KTT staff in the correct interpretation and next steps when receiving ‘Mental Readiness’ data. This will help to motivate athletes to work with the final design and increase user engagement with the Athlete Management System.
Research into the context of living with ID and current PA interventions shaped the project’s design goals and criteria, emphasizing autonomy, accessibility, and social engagement. The development phase involved multiple interactive sessions with three older adults with mild ID, living at a residency at the organization ‘s Heeren Loo. Observations and feedback gathered during each session were leading for the design direction of this project. These sessions revealed that performing activities in a group setting were effective in prompting PA but there was still a dependency on external motivation. Further testing focused on understanding user responses to different stimuli, and levels of autonomy,
Ledemaatje’s final design enables semi-autonomous use, allowing residents to interact with the product in a group setting while requiring minimal caregiver support. Ledemaatje uses automated movements, to prompt users to push, pull, and engage with the device, promoting upper-body movements not typically used in daily activities. These interactions are further enriched by sound cues, such as applause, rewarding users and providing a positive interaction experience.
Evaluations with residents and caregiver in a typical residential setting showed that Ledemaatje effectively promotes PA and social interaction. While participants’ motivation varied depending on the task speed and complexity, feedback highlighted the product’s support for resident autonomy and engagement.
In conclusion, Ledemaatje demonstrates the value of user-centered design, providing a low-barrier, enjoyable PA option. Recommendations include refining the product’s automated features to further minimize caregiver involvement and adding adjustable settings to better suit individual capabilities. This project contributes to the development of inclusive, affordable PA interventions for individuals with ID, fostering a more active environment in care facilities. ...
Research into the context of living with ID and current PA interventions shaped the project’s design goals and criteria, emphasizing autonomy, accessibility, and social engagement. The development phase involved multiple interactive sessions with three older adults with mild ID, living at a residency at the organization ‘s Heeren Loo. Observations and feedback gathered during each session were leading for the design direction of this project. These sessions revealed that performing activities in a group setting were effective in prompting PA but there was still a dependency on external motivation. Further testing focused on understanding user responses to different stimuli, and levels of autonomy,
Ledemaatje’s final design enables semi-autonomous use, allowing residents to interact with the product in a group setting while requiring minimal caregiver support. Ledemaatje uses automated movements, to prompt users to push, pull, and engage with the device, promoting upper-body movements not typically used in daily activities. These interactions are further enriched by sound cues, such as applause, rewarding users and providing a positive interaction experience.
Evaluations with residents and caregiver in a typical residential setting showed that Ledemaatje effectively promotes PA and social interaction. While participants’ motivation varied depending on the task speed and complexity, feedback highlighted the product’s support for resident autonomy and engagement.
In conclusion, Ledemaatje demonstrates the value of user-centered design, providing a low-barrier, enjoyable PA option. Recommendations include refining the product’s automated features to further minimize caregiver involvement and adding adjustable settings to better suit individual capabilities. This project contributes to the development of inclusive, affordable PA interventions for individuals with ID, fostering a more active environment in care facilities.
Design for eHealth Equity
The development and application of design knowledge for the participatory design of eHealth interventions for people with a low socioeconomic position
Part A investigates the attitudes of low SEP individuals toward health, healthcare, and eHealth, revealing diverse needs that challenge the stereotype of unwillingness to engage in health-promoting activities and highlighting the potential of participatory design to meet these needs. Part B details the development of the IeG, synthesizing bottom-up insights from community engagement with top-down professional perspectives to create a practical resource for equitable eHealth design. Part C illustrates the application of the IeG in developing a tailored eHealth intervention for patients with low SEP in cardiac rehabilitation.
Ultimately, this work contributes to narrowing the health gap by identifying different SEP subgroups that require distinct approaches. Furthermore, the IeG serves as a practical tool to help eHealth professionals align their interventions with the needs of the target group. Finally, we outline key implications for the successful design of equitable eHealth solutions in the future.
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Part A investigates the attitudes of low SEP individuals toward health, healthcare, and eHealth, revealing diverse needs that challenge the stereotype of unwillingness to engage in health-promoting activities and highlighting the potential of participatory design to meet these needs. Part B details the development of the IeG, synthesizing bottom-up insights from community engagement with top-down professional perspectives to create a practical resource for equitable eHealth design. Part C illustrates the application of the IeG in developing a tailored eHealth intervention for patients with low SEP in cardiac rehabilitation.
Ultimately, this work contributes to narrowing the health gap by identifying different SEP subgroups that require distinct approaches. Furthermore, the IeG serves as a practical tool to help eHealth professionals align their interventions with the needs of the target group. Finally, we outline key implications for the successful design of equitable eHealth solutions in the future.
GROW self-management support
Empowering Psoriatic arthritis and rheumatoid arthritis patients with a low socioeconomic position in self-managing their disease
This thesis project aims to find out what the future hospital self-management support should look like to better support patients with a lower socioeconomic position in self-managing their disease and what opportunities the remote monitoring intervention that ErasmusMC is currently designing could provide in this
A user-centered design approach was used to define and solve this complex problem were both stakeholders, including the patients as well as the healthcare workers, were included during both the research and the deisgn phase of the project.
Research revealed that in the current situation, a lacking communication about the topic of self-management between healthcare workers and patient causes the patient to start off their self-management journey with an insufficient knowledge base, negatively influencing their ability and motivation to take an active self-management role. Along their journey, patients’ issues in developing an understanding of the personal disease manifestations and thinking in a solution-oriented way decreases this ability and motivation further.
Through co-creation with the stakeholders a future support approach was designed, consisting of a communication approach and a home support app. The support approach focuses on establishing a clear, consistent and engaging way of communicating about the topic of self-management between healthcare workers and patients and guiding and engaging the patient in developing an understanding of their disease and its management.
Evaluation showed that the support approach increases the patient’s ability and motivation to take an active self-management role and provides healthcare workers a structure that supports them in obtaining input from their patients and conveying self-management information in a clear and engaging way. The benefits the support approach could establish regarding patient’s health outcomes and self-reliance seem to outweigh the resources needed to establish this. Enabling connection with future remote monitoring interventions would positively influence the viability of the concept further. Further evaluation is needed to validate the actual effect of the support approach on the longer term.
The insights gained during this project about defining and modeling self-management, communicating about self-management and the characteristics and pains of patients with a low socioeconomic position show opportunities for future research and potential for generalization over the broader health domain. ...
This thesis project aims to find out what the future hospital self-management support should look like to better support patients with a lower socioeconomic position in self-managing their disease and what opportunities the remote monitoring intervention that ErasmusMC is currently designing could provide in this
A user-centered design approach was used to define and solve this complex problem were both stakeholders, including the patients as well as the healthcare workers, were included during both the research and the deisgn phase of the project.
Research revealed that in the current situation, a lacking communication about the topic of self-management between healthcare workers and patient causes the patient to start off their self-management journey with an insufficient knowledge base, negatively influencing their ability and motivation to take an active self-management role. Along their journey, patients’ issues in developing an understanding of the personal disease manifestations and thinking in a solution-oriented way decreases this ability and motivation further.
Through co-creation with the stakeholders a future support approach was designed, consisting of a communication approach and a home support app. The support approach focuses on establishing a clear, consistent and engaging way of communicating about the topic of self-management between healthcare workers and patients and guiding and engaging the patient in developing an understanding of their disease and its management.
Evaluation showed that the support approach increases the patient’s ability and motivation to take an active self-management role and provides healthcare workers a structure that supports them in obtaining input from their patients and conveying self-management information in a clear and engaging way. The benefits the support approach could establish regarding patient’s health outcomes and self-reliance seem to outweigh the resources needed to establish this. Enabling connection with future remote monitoring interventions would positively influence the viability of the concept further. Further evaluation is needed to validate the actual effect of the support approach on the longer term.
The insights gained during this project about defining and modeling self-management, communicating about self-management and the characteristics and pains of patients with a low socioeconomic position show opportunities for future research and potential for generalization over the broader health domain.
Doctor In Development
Designing education enabling medical students to include their personal identity in the process of becoming a professional
An iterative approach with extensive involvement of students, teachers, medical professionals and educational experts, has led to the creation of the educational module AIO (Arts In Ontwikkeling/Doctor In Development). AIO is divided into four phases: hook the students for PIF education, create a safe atmosphere to open up, allow students to explore themselves, and support them in evaluating what their self-insights mean for their role as residents/medical professionals. These phases form the basis of the three-year course and are repeated within the exploration phase as well. The exploration phase consists of seven cycles of start workshop – challenge – end workshop. In the start workshop students are hooked and explore together by sharing stories, a variety of challenges to choose from enables them to further reflect on themselves, the end workshop allows sharing of the insights and supports them in using the self-insights to formulate a concrete takeaway. Most workshops are facilitated by older students instead of teachers, since they create a safe atmosphere to open up and can provide practical tips based on their experiences.
A pilot study showed that peer facilitators indeed play a key role in the education. Furthermore, the active and creative exercises were seen as extremely supportive in the exploration and sharing of experiences. Besides being desired by students, AIO addresses several requirements for medical education and is thereby viable for UMCU. The fact that AIO is a modular course, requires a limited amount of teachers, and has been designed for the organizational structure of UMCU makes it also feasible.
Besides supporting UMCU in integrating PIF into their new curriculum, the research and design of this graduation project can be used as inspiration for other (inter)national medical universities. Future research could investigate the long-term effects of the design as PIF is a longitudinal process. Still, the pilot showed that the designed education already addresses unmet needs, supports the resilience of residents and allows students to discuss the challenges the future of healthcare brings.
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An iterative approach with extensive involvement of students, teachers, medical professionals and educational experts, has led to the creation of the educational module AIO (Arts In Ontwikkeling/Doctor In Development). AIO is divided into four phases: hook the students for PIF education, create a safe atmosphere to open up, allow students to explore themselves, and support them in evaluating what their self-insights mean for their role as residents/medical professionals. These phases form the basis of the three-year course and are repeated within the exploration phase as well. The exploration phase consists of seven cycles of start workshop – challenge – end workshop. In the start workshop students are hooked and explore together by sharing stories, a variety of challenges to choose from enables them to further reflect on themselves, the end workshop allows sharing of the insights and supports them in using the self-insights to formulate a concrete takeaway. Most workshops are facilitated by older students instead of teachers, since they create a safe atmosphere to open up and can provide practical tips based on their experiences.
A pilot study showed that peer facilitators indeed play a key role in the education. Furthermore, the active and creative exercises were seen as extremely supportive in the exploration and sharing of experiences. Besides being desired by students, AIO addresses several requirements for medical education and is thereby viable for UMCU. The fact that AIO is a modular course, requires a limited amount of teachers, and has been designed for the organizational structure of UMCU makes it also feasible.
Besides supporting UMCU in integrating PIF into their new curriculum, the research and design of this graduation project can be used as inspiration for other (inter)national medical universities. Future research could investigate the long-term effects of the design as PIF is a longitudinal process. Still, the pilot showed that the designed education already addresses unmet needs, supports the resilience of residents and allows students to discuss the challenges the future of healthcare brings.
My Coping Toolkit
Reframing the way we deal with stress
The long-term effects of stress, both physical and psychological, are of increasing concern with some even arguing that they constitute a health crisis. People often rely on their set of abilities and experience to solve this crisis, even so, there are many existing stress management techniques designed and tested to efficiently solve the most common sources of stress.
But if effective stress management solutions exist, why do we find more people with anxiety, depression, and other health conditions which are known to be associated with prolonged periods of stress?.
An intervention is proposed within this project, utilizing design methodologies and Self-Experimentation, that helps people enhance their stress abilities and Coping Behavior for their particular needs and life situations. ...
The long-term effects of stress, both physical and psychological, are of increasing concern with some even arguing that they constitute a health crisis. People often rely on their set of abilities and experience to solve this crisis, even so, there are many existing stress management techniques designed and tested to efficiently solve the most common sources of stress.
But if effective stress management solutions exist, why do we find more people with anxiety, depression, and other health conditions which are known to be associated with prolonged periods of stress?.
An intervention is proposed within this project, utilizing design methodologies and Self-Experimentation, that helps people enhance their stress abilities and Coping Behavior for their particular needs and life situations.
PEPSA
Optimizing the Patient Experience of patients newly diagnosed with Psoriatic Arthritis
- Most of the information and help that is available focusses on the physical difficulties that psoriatic arthritis causes, even though there are a lot of mental difficulties that currently get too little attention.
- There is a lot of information available that the patients only get when they look for it themselves. But especially right after their diagnosis, they have little to no idea of what is relevant and what they have to look for.
With this knowledge, it was decided to focus on these mental difficulties that patients have. To do this, several group sessions together with the five participating patients were done. These sessions revealed that the diagnosis of psoriatic arthritis influences the perception of their identity as well as how they think others perceive them. The patients want to stay valuable and independent, where the psoriatic arthritis causes them to make changes in their daily life and become more dependable. This gives patients the idea that the psoriatic arthritis sometimes takes control over their life. This insight led to the design goal of the project, where the focus laid on empowering the patients to be in control of their own life again.
Together with the participant group, various design directions were explored and evaluated with help of various prototypes. This eventually resulted in the final design: The PEPSA journal.
The PEPSA journal is a service that provides the user with journal pages that focus on several aspects of life and psoriatic arthritis. The journal makes a distinction between standard material, which is relevant for everyone and focus topics, which allow the user to personalize their journal and make it more fitting to their life and what they think is relevant. Through positively formulated questions about each topic the users are encouraged to think about the various aspects of their life and psoriatic arthritis and how they relate to and influence each other. In this way the PEPSA journal allows the user to get more insights into their situation and get a clearer view of their life with psoriatic arthritis, putting them back in control.
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- Most of the information and help that is available focusses on the physical difficulties that psoriatic arthritis causes, even though there are a lot of mental difficulties that currently get too little attention.
- There is a lot of information available that the patients only get when they look for it themselves. But especially right after their diagnosis, they have little to no idea of what is relevant and what they have to look for.
With this knowledge, it was decided to focus on these mental difficulties that patients have. To do this, several group sessions together with the five participating patients were done. These sessions revealed that the diagnosis of psoriatic arthritis influences the perception of their identity as well as how they think others perceive them. The patients want to stay valuable and independent, where the psoriatic arthritis causes them to make changes in their daily life and become more dependable. This gives patients the idea that the psoriatic arthritis sometimes takes control over their life. This insight led to the design goal of the project, where the focus laid on empowering the patients to be in control of their own life again.
Together with the participant group, various design directions were explored and evaluated with help of various prototypes. This eventually resulted in the final design: The PEPSA journal.
The PEPSA journal is a service that provides the user with journal pages that focus on several aspects of life and psoriatic arthritis. The journal makes a distinction between standard material, which is relevant for everyone and focus topics, which allow the user to personalize their journal and make it more fitting to their life and what they think is relevant. Through positively formulated questions about each topic the users are encouraged to think about the various aspects of their life and psoriatic arthritis and how they relate to and influence each other. In this way the PEPSA journal allows the user to get more insights into their situation and get a clearer view of their life with psoriatic arthritis, putting them back in control.
The section Child and Adolescent Public Health Research & Innovation (CAPHRI) of the Amsterdam University Medical Centre commissioned this project to address the lack of physical activity of children in Amsterdam. This project specifically targets the Dapperplein, as the section identified an interesting opportunity space here: During the day it is occupied by its daily market, but in the evening, when the market is cleared, an open space is revealed. This project aims to find ways to use that open space, and design something that stimulates children’s physical activity at the Dapperplein, after market hours.
In order to do so, children living near the Dapperplein were engaged in co-creation. Co-creation with children has the potential to create a design that fits the users’ (children’s) needs, because it creates understanding of their context for the designer (me), via close involvement and collaboration of the user and designer in the design process. The children act as co-designers. During workshops with these children, as well as expert interviews, observations and a literature study the context of the Dapperplein was explored and problems were revealed. As the project discovered, the children (and their parents) do not consider the Dapperplein to be safe during the evening. This is due to people hanging out and drinking at the square, as well as traffic that crosses at speed. Additionally, a lack of hygiene because of market leftovers is identified. Lastly, there are few stimuli present for children to play.
To address these problems, the design of “De Klimkramen’’ was created. It proposes to place playing equipment at the Dapperplein that during the day, with addition of an awning and board, functions as market stalls. This creates a safe playing area, as it forms a physical barrier for traffic, and since it is inviting towards residents, more people will be there to keep an eye out. A sense of community is fostered as it is used in harmony with the market and forms an iconic view for the Dapperplein.
During an evaluation, the design was well received by representatives of the market, police and fire brigade, although adjustments are needed to ensure a better fit with the needs of the market vendors, and to avoid creating a new spot for people to hang out and consume alcohol.
Besides contributing to the section CAPHRI and to involved stakeholders with the design of “De Klimkramen”, this project contributes to the design field with a reflection on the application of co-creation with children, and practical tips for those who (will) apply the method. ...
The section Child and Adolescent Public Health Research & Innovation (CAPHRI) of the Amsterdam University Medical Centre commissioned this project to address the lack of physical activity of children in Amsterdam. This project specifically targets the Dapperplein, as the section identified an interesting opportunity space here: During the day it is occupied by its daily market, but in the evening, when the market is cleared, an open space is revealed. This project aims to find ways to use that open space, and design something that stimulates children’s physical activity at the Dapperplein, after market hours.
In order to do so, children living near the Dapperplein were engaged in co-creation. Co-creation with children has the potential to create a design that fits the users’ (children’s) needs, because it creates understanding of their context for the designer (me), via close involvement and collaboration of the user and designer in the design process. The children act as co-designers. During workshops with these children, as well as expert interviews, observations and a literature study the context of the Dapperplein was explored and problems were revealed. As the project discovered, the children (and their parents) do not consider the Dapperplein to be safe during the evening. This is due to people hanging out and drinking at the square, as well as traffic that crosses at speed. Additionally, a lack of hygiene because of market leftovers is identified. Lastly, there are few stimuli present for children to play.
To address these problems, the design of “De Klimkramen’’ was created. It proposes to place playing equipment at the Dapperplein that during the day, with addition of an awning and board, functions as market stalls. This creates a safe playing area, as it forms a physical barrier for traffic, and since it is inviting towards residents, more people will be there to keep an eye out. A sense of community is fostered as it is used in harmony with the market and forms an iconic view for the Dapperplein.
During an evaluation, the design was well received by representatives of the market, police and fire brigade, although adjustments are needed to ensure a better fit with the needs of the market vendors, and to avoid creating a new spot for people to hang out and consume alcohol.
Besides contributing to the section CAPHRI and to involved stakeholders with the design of “De Klimkramen”, this project contributes to the design field with a reflection on the application of co-creation with children, and practical tips for those who (will) apply the method.
Many interventions that have been created for stimulating physical activity in people with an ID, are either not adapted to people of an older age, or not created in (creative) collaboration with the older adults. This project is therefore carried out in close collaboration with six older adults with an intellectual disability, and their caregivers.
Literature and context research showed the current barriers and motivators towards physical activity, from the perspective of the clients, the caregivers, and the physiotherapist in this context. A research through design approach, consisting of creative sessions together with clients, caregivers, and other experts, resulted in a design that is adapted and adaptable to the diverse group of older adults. The design intervention proposed in this project is called the ‘MakiMove’.
The MakiMove is a large, vertical game board that offers fun and active activities to older adults with intellectual disabilities. The product provides a positive experience to the older adults, and simultaneously increases their physical activity. The variety of activities and difficulty levels make the design adaptable to the abilities and interest of the individual client.
Although the MakiMove allows the client to move without much assistance, it is not possible to interact with the concept completely independent of a caregiver or other supervisor. With social contact and encouragement being valuable facilitators for the client, it is questioned whether independent physical activity is the road to take. On this basis, it is recommended to look into how to enable caregivers or other supervisors to play a role in increasing the physical activity of the older adults.
To create a successful experience, it is important to adapt a design to the client’s abilities and interests. To get to know the clients well, they should be involved in the design process. The experiences in this project have led to guidelines for collaborating with the target group, aiming to inspire future researchers and designers to involve this increasing population of older adults with an intellectual disability in their projects.
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Many interventions that have been created for stimulating physical activity in people with an ID, are either not adapted to people of an older age, or not created in (creative) collaboration with the older adults. This project is therefore carried out in close collaboration with six older adults with an intellectual disability, and their caregivers.
Literature and context research showed the current barriers and motivators towards physical activity, from the perspective of the clients, the caregivers, and the physiotherapist in this context. A research through design approach, consisting of creative sessions together with clients, caregivers, and other experts, resulted in a design that is adapted and adaptable to the diverse group of older adults. The design intervention proposed in this project is called the ‘MakiMove’.
The MakiMove is a large, vertical game board that offers fun and active activities to older adults with intellectual disabilities. The product provides a positive experience to the older adults, and simultaneously increases their physical activity. The variety of activities and difficulty levels make the design adaptable to the abilities and interest of the individual client.
Although the MakiMove allows the client to move without much assistance, it is not possible to interact with the concept completely independent of a caregiver or other supervisor. With social contact and encouragement being valuable facilitators for the client, it is questioned whether independent physical activity is the road to take. On this basis, it is recommended to look into how to enable caregivers or other supervisors to play a role in increasing the physical activity of the older adults.
To create a successful experience, it is important to adapt a design to the client’s abilities and interests. To get to know the clients well, they should be involved in the design process. The experiences in this project have led to guidelines for collaborating with the target group, aiming to inspire future researchers and designers to involve this increasing population of older adults with an intellectual disability in their projects.
Social relations and diabetes
Creating a support system for people with diabetes
Finding what Fits
Uncovering the potential of Explorative Self-experimentation and how to facilitate it – A meta-strategy for helping individuals change and maintain personal health behaviours
Implementing vitality interventions
A strategy towards 'Healthy & Happy' low socioeconomic status employees