S.U. Boess
Please Note
30 records found
1
Through interviews, collaborative ideation sessions, and prototype testing, participants shared their experiences, preferences, and feedback on design concepts. The research identified several accessibility barriers in conventional disposable menstrual pads, including interactions requiring high levels of dexterity, difficulties with intuitive and secure pad positioning that can contribute to leakage, and difficulty removing pads due to strong adhesive attachment, often leaving adhesive residue. Additional barriers related to sensory sensitivities, including odor and skin irritation, were also identified.
The result of this thesis was Rhoē, a redesigned disposable menstrual pad informed by lived experiences. The final design introduces features such as integrated loops on packaging and pad to support pinch-free manipulation, a hook-and-loop wing fastening system allowing secure placement and easier removal, and design cues that help users orient and position pad more accurately. By demonstrating how accessibility can be integrated into mainstream menstrual products such as disposable pads, this project highlights the value of lived-experience-informed design in developing more inclusive products.
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Through interviews, collaborative ideation sessions, and prototype testing, participants shared their experiences, preferences, and feedback on design concepts. The research identified several accessibility barriers in conventional disposable menstrual pads, including interactions requiring high levels of dexterity, difficulties with intuitive and secure pad positioning that can contribute to leakage, and difficulty removing pads due to strong adhesive attachment, often leaving adhesive residue. Additional barriers related to sensory sensitivities, including odor and skin irritation, were also identified.
The result of this thesis was Rhoē, a redesigned disposable menstrual pad informed by lived experiences. The final design introduces features such as integrated loops on packaging and pad to support pinch-free manipulation, a hook-and-loop wing fastening system allowing secure placement and easier removal, and design cues that help users orient and position pad more accurately. By demonstrating how accessibility can be integrated into mainstream menstrual products such as disposable pads, this project highlights the value of lived-experience-informed design in developing more inclusive products.
Designing Inclusive Pathways
Revealing Barriers and Reimagining Accessibility at TU Delft
The research followed a modified Systemic Double Diamond. In the exploratory phase, literature review was combined with observations of the TU Delft context. Interviews, a survey, and two process probes revealed barriers, how they are encountered, and how reporting systems function in practice. These insights reframed accessibility from isolated problems into a systemic challenge shaped by structures, mindsets, and power dynamics. A design futuring process was then used to develop scenarios and a preferred future vision, which was tested and refined in two co-creation workshops with stakeholders.
The findings show that accessibility at TU Delft is fragmented and often reactive. Formal and informal initiatives exist but remain poorly connected. Reporting channels are unclear, feedback is limited, and responsibilities are not well defined. Improvements usually follow complaints or external pressure rather than being anticipated, and progress is slowed by a culture of perfectionism and compliance.
To respond to these complex challenges, I developed a set of strategic tools. The Framework translates the main findings into three focus areas, mindset, systems, and governance, with inclusive design as a connecting strand. It provides a way to understand accessibility as an institutional process rather than a checklist. The Agency × Understanding Matrix makes visible where different actors currently stand and where the greatest leverage for change lies. Two entry points were designed in response: the “Access Follows Who?” campaign which makes exclusion visible and reframes accessibility as a shared cultural issue, and the “Pathways of Access” workshop, which uses lived experience as a starting point, bringing stories and examples of exclusion into dialogue with institutional actors to clarify roles and responsibilities. A strategic and a tactical roadmap translate these ideas into a sequence of actions, combining immediate steps, such as clearer reporting and feedback loops, with longer-term changes, including embedding accessibility officers in faculties and connecting accessibility to the broader social safety infrastructure.
Evaluation sessions confirmed the relevance of these tools and highlighted the importance of follow-up, visible responsibility, and alignment with institutional priorities. The project concludes that accessibility at TU Delft should not be treated as an afterthought or a checklist. Instead, it needs to be understood as hospitality and justice: a commitment that shapes systems, culture, and daily life. ...
The research followed a modified Systemic Double Diamond. In the exploratory phase, literature review was combined with observations of the TU Delft context. Interviews, a survey, and two process probes revealed barriers, how they are encountered, and how reporting systems function in practice. These insights reframed accessibility from isolated problems into a systemic challenge shaped by structures, mindsets, and power dynamics. A design futuring process was then used to develop scenarios and a preferred future vision, which was tested and refined in two co-creation workshops with stakeholders.
The findings show that accessibility at TU Delft is fragmented and often reactive. Formal and informal initiatives exist but remain poorly connected. Reporting channels are unclear, feedback is limited, and responsibilities are not well defined. Improvements usually follow complaints or external pressure rather than being anticipated, and progress is slowed by a culture of perfectionism and compliance.
To respond to these complex challenges, I developed a set of strategic tools. The Framework translates the main findings into three focus areas, mindset, systems, and governance, with inclusive design as a connecting strand. It provides a way to understand accessibility as an institutional process rather than a checklist. The Agency × Understanding Matrix makes visible where different actors currently stand and where the greatest leverage for change lies. Two entry points were designed in response: the “Access Follows Who?” campaign which makes exclusion visible and reframes accessibility as a shared cultural issue, and the “Pathways of Access” workshop, which uses lived experience as a starting point, bringing stories and examples of exclusion into dialogue with institutional actors to clarify roles and responsibilities. A strategic and a tactical roadmap translate these ideas into a sequence of actions, combining immediate steps, such as clearer reporting and feedback loops, with longer-term changes, including embedding accessibility officers in faculties and connecting accessibility to the broader social safety infrastructure.
Evaluation sessions confirmed the relevance of these tools and highlighted the importance of follow-up, visible responsibility, and alignment with institutional priorities. The project concludes that accessibility at TU Delft should not be treated as an afterthought or a checklist. Instead, it needs to be understood as hospitality and justice: a commitment that shapes systems, culture, and daily life.
The project proposes an interaction method that classifies stakeholders by functional roles, as user, support, and decision, highlighting role flexibility and lower threshold for communication. Validation suggests the method is well received and valued in each stakeholder group. Implication will be dependent on a sharing inclusive mindset of TU Delft . Accessibility is thus reframed as an ongoing cultural practice achieved through communication.
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The project proposes an interaction method that classifies stakeholders by functional roles, as user, support, and decision, highlighting role flexibility and lower threshold for communication. Validation suggests the method is well received and valued in each stakeholder group. Implication will be dependent on a sharing inclusive mindset of TU Delft . Accessibility is thus reframed as an ongoing cultural practice achieved through communication.
Ally SenseScape
Multisensory Indoor Navigation using AI Assistant for People who are Blind or have Low Vision (PBLV)
The project was conducted in collaboration with Envision Technologies BV, whose personal AI assistant ‘Ally’ formed the basis for exploring new use cases. Using a mixed-method, user-centered approach—including interviews, co-creation sessions, shadowing, AI model testing, and iterative prototyping—the research identified 19 common challenges. Two key directions emerged: touchscreen interaction and navigation to non-fixed indoor locations. Based on user input and feasibility, the focus shifted to navigation.
The final concept, Ally SenseScape, enables hands-free, voice-activated navigation using Envision Glasses, floor plans, photos, compass input, and sensory cues like sound or texture. The design was tested with one real PBLV user and two blindfolded participants. Feedback showed that while the concept is promising, especially for hands-free step-based navigation, further refinement is needed in pacing, orientation support, and fallback options.
This project offers a direction for extending Ally’s capabilities in real environments, through a scalable and co-created approach. ...
The project was conducted in collaboration with Envision Technologies BV, whose personal AI assistant ‘Ally’ formed the basis for exploring new use cases. Using a mixed-method, user-centered approach—including interviews, co-creation sessions, shadowing, AI model testing, and iterative prototyping—the research identified 19 common challenges. Two key directions emerged: touchscreen interaction and navigation to non-fixed indoor locations. Based on user input and feasibility, the focus shifted to navigation.
The final concept, Ally SenseScape, enables hands-free, voice-activated navigation using Envision Glasses, floor plans, photos, compass input, and sensory cues like sound or texture. The design was tested with one real PBLV user and two blindfolded participants. Feedback showed that while the concept is promising, especially for hands-free step-based navigation, further refinement is needed in pacing, orientation support, and fallback options.
This project offers a direction for extending Ally’s capabilities in real environments, through a scalable and co-created approach.
Cognitive Perception for Dyslexic Readers
A cognitive perspective into inclusive design
The goal of this project is to design a digital assistive tool that improves the reading experience of dyslexic readers so that they can comprehend e-books in an immersive/engaging manner. The project was developed in close collaboration with the Koninklijk Bibliotheek (The National Library of the Netherlands) and emerged from a shared vision of creating accessible digital reading experiences with their extensive e-book collection. As a result, an assistive tool, the ReQuest application was created. The name of the application, ReQuest, has been coined from the combination of two words; Reading and Quest. The core idea of the application is that it acts as a buddy for every reading adventure that the reader takes on. ReQuest aims to provide the right assistance to dyslexic readers by identifying their subtype, giving them a custom toolkit and making the experience of reading engaging and immersive. When a reader opens the application they are onboarded in a few simple steps. They will then be guided into 4 quests that will detect their subtype. The first two quests focus on pseudo-word testing in isolation and context. The third quest employs eye-tracking to analyse gaze patterns. Research points out that pseudo-word testing; i.e. reading and speaking tests with non-words, and eye-tracking are effective ways of testing for dyslexic subtypes. Lastly, the fourth quest is to self-report reading deficits. Through these quests, the user will be presented with a relevant subtype and will then be prompted to open a toolkit that has been created for their personal needs.
Readers will then be led into a product demo that showcases how their toolkit can be used while reading with the Online Bibliotheek (online library) at KB. The application will then contract into a button on the right-hand corner of the screen and function as a plug-in would. It will contain embedded tools like a thesaurus, dictionary, text-to-speech etc. based on the contents of the custom toolkit. The user will also have the autonomy to add and remove tools as per their preference. ...
The goal of this project is to design a digital assistive tool that improves the reading experience of dyslexic readers so that they can comprehend e-books in an immersive/engaging manner. The project was developed in close collaboration with the Koninklijk Bibliotheek (The National Library of the Netherlands) and emerged from a shared vision of creating accessible digital reading experiences with their extensive e-book collection. As a result, an assistive tool, the ReQuest application was created. The name of the application, ReQuest, has been coined from the combination of two words; Reading and Quest. The core idea of the application is that it acts as a buddy for every reading adventure that the reader takes on. ReQuest aims to provide the right assistance to dyslexic readers by identifying their subtype, giving them a custom toolkit and making the experience of reading engaging and immersive. When a reader opens the application they are onboarded in a few simple steps. They will then be guided into 4 quests that will detect their subtype. The first two quests focus on pseudo-word testing in isolation and context. The third quest employs eye-tracking to analyse gaze patterns. Research points out that pseudo-word testing; i.e. reading and speaking tests with non-words, and eye-tracking are effective ways of testing for dyslexic subtypes. Lastly, the fourth quest is to self-report reading deficits. Through these quests, the user will be presented with a relevant subtype and will then be prompted to open a toolkit that has been created for their personal needs.
Readers will then be led into a product demo that showcases how their toolkit can be used while reading with the Online Bibliotheek (online library) at KB. The application will then contract into a button on the right-hand corner of the screen and function as a plug-in would. It will contain embedded tools like a thesaurus, dictionary, text-to-speech etc. based on the contents of the custom toolkit. The user will also have the autonomy to add and remove tools as per their preference.
Designing with improvisations
How everyday practices with technologies shape sustainable transitions
Empirically, the research focuses on the transition from gas boilers to heat pumps in Dutch homes. Implementing heat pumps for residential buildings on a large scale should reduce CO2 emissions and save energy while providing comfortable indoor climate of homes. However, in everyday life in households, heat pumps are often not used as the technology developers intended. Ethnography, design research and interviews with value chain professionals are used to gather data and better understand how everyday practices with technologies are performed and understood.
Based on this analysis, I question dominant human-centered design approaches, which prioritize individual users and align with current practices, arguing that they fall short in supporting societal transitions. In my work I take steps towards a more-than-individual-human-centered approach, which embraces the improvisational nature of everyday life and the co-performance of humans and technologies, with the goal of benefitting design work within sustainable transitions. ...
Empirically, the research focuses on the transition from gas boilers to heat pumps in Dutch homes. Implementing heat pumps for residential buildings on a large scale should reduce CO2 emissions and save energy while providing comfortable indoor climate of homes. However, in everyday life in households, heat pumps are often not used as the technology developers intended. Ethnography, design research and interviews with value chain professionals are used to gather data and better understand how everyday practices with technologies are performed and understood.
Based on this analysis, I question dominant human-centered design approaches, which prioritize individual users and align with current practices, arguing that they fall short in supporting societal transitions. In my work I take steps towards a more-than-individual-human-centered approach, which embraces the improvisational nature of everyday life and the co-performance of humans and technologies, with the goal of benefitting design work within sustainable transitions.
A number of parties are involved in working of these systems, such as construction companies, housing corporations, equipment manufacturers, third party maintenance crews, and crucially the occupants of these residences themselves. Of these, the residents are an often neglected aspect in the design. Tenants are often expected to be able to operate systems with insufficient support, training and guidance. This leads to an inability to realise when the systems are not working as expected, difficulty and reluctance in conducting maintenance when an issue is found. Residents have to rely on housing corporations to arrange for a solution, which takes time and reduces quality of living and energy efficiency.
This thesis proposes ten practical principle solutions to manufactures of Mechanical Ventilation with Heat Recovery (MVHR) systems to make their designs more user-friendly. Through detailed exploration and prototyping, the thesis aims to provide feasible means to improve the interaction of residents with these energy efficient systems in their homes, thus enhancing their quality of life. ...
A number of parties are involved in working of these systems, such as construction companies, housing corporations, equipment manufacturers, third party maintenance crews, and crucially the occupants of these residences themselves. Of these, the residents are an often neglected aspect in the design. Tenants are often expected to be able to operate systems with insufficient support, training and guidance. This leads to an inability to realise when the systems are not working as expected, difficulty and reluctance in conducting maintenance when an issue is found. Residents have to rely on housing corporations to arrange for a solution, which takes time and reduces quality of living and energy efficiency.
This thesis proposes ten practical principle solutions to manufactures of Mechanical Ventilation with Heat Recovery (MVHR) systems to make their designs more user-friendly. Through detailed exploration and prototyping, the thesis aims to provide feasible means to improve the interaction of residents with these energy efficient systems in their homes, thus enhancing their quality of life.
This research highlights the gap between sighted readers and VIPs in skimming reading strategies, a critical aspect of information retrieval. Skimming, defined as quickly identifying the main ideas of a text, is typically a faster process for sighted readers who can use spatial cues. For VIPs, reading is linear and auditory, increasing their cognitive load and reducing comprehension. Through a detailed analysis of VIP needs and existing skim-reading tools, such as Skimmer, this paper narrows its design scope to address the identified gaps, particularly in two-dimensional navigation.
The primary goal of this research is to develop an AI-driven summarization tool that enhances the skim-reading experience for VIPs by supporting non-visual implementations of macro-structures and enabling non-linear exploration. By tailoring summaries to VIP preferences, the tool allows users to quickly access relevant sections of text, improving both reading speed and overall comprehension. The design employs inclusive, iterative, and user-centered methods, ensuring the final product meets the specific needs of VIPs. User testing and feedback are integral to the development process, refining the tool to enhance usability and accessibility.
The project also contributes to the theoretical understanding of VIPs’ cognitive processes during skim reading. It reveals the importance of designing summaries that are intuitive and customizable to meet diverse needs. By integrating generative AI tools, the tool can produce personalized summaries, progressively refining them to align with user interests. The final deliverable is a web-based application that provides VIPs with efficient and satisfying reading experiences, closing the gap between sighted and visually impaired readers.
This research advances assistive technology by addressing the lack of suitable reading tools for VIPs, particularly in non-academic, everyday reading contexts. The project fills market gaps by offering an accessible solution for digital reading materials that can cater to the unique challenges faced by VIPs. Ultimately, the tool enhances VIPs' cognitive abilities, reduces their cognitive burden, and fosters a more engaging reading experience, contributing to increased reading efficiency and self-efficacy.
...
This research highlights the gap between sighted readers and VIPs in skimming reading strategies, a critical aspect of information retrieval. Skimming, defined as quickly identifying the main ideas of a text, is typically a faster process for sighted readers who can use spatial cues. For VIPs, reading is linear and auditory, increasing their cognitive load and reducing comprehension. Through a detailed analysis of VIP needs and existing skim-reading tools, such as Skimmer, this paper narrows its design scope to address the identified gaps, particularly in two-dimensional navigation.
The primary goal of this research is to develop an AI-driven summarization tool that enhances the skim-reading experience for VIPs by supporting non-visual implementations of macro-structures and enabling non-linear exploration. By tailoring summaries to VIP preferences, the tool allows users to quickly access relevant sections of text, improving both reading speed and overall comprehension. The design employs inclusive, iterative, and user-centered methods, ensuring the final product meets the specific needs of VIPs. User testing and feedback are integral to the development process, refining the tool to enhance usability and accessibility.
The project also contributes to the theoretical understanding of VIPs’ cognitive processes during skim reading. It reveals the importance of designing summaries that are intuitive and customizable to meet diverse needs. By integrating generative AI tools, the tool can produce personalized summaries, progressively refining them to align with user interests. The final deliverable is a web-based application that provides VIPs with efficient and satisfying reading experiences, closing the gap between sighted and visually impaired readers.
This research advances assistive technology by addressing the lack of suitable reading tools for VIPs, particularly in non-academic, everyday reading contexts. The project fills market gaps by offering an accessible solution for digital reading materials that can cater to the unique challenges faced by VIPs. Ultimately, the tool enhances VIPs' cognitive abilities, reduces their cognitive burden, and fosters a more engaging reading experience, contributing to increased reading efficiency and self-efficacy.
Actief Hoogvliet: Discover opportunities for active participation in the neighbourhood
Exploring how a digital tool can support active citizens in Hoogvliet with their contributions to informal networks
The goal of this project was to examine how a digital tool could support citizens who actively contribute to informal networks, focusing on the neighbourhood Hoogvliet of Rotterdam as a case study.
The research began with a literature review identifying drivers and barriers for active participation in informal networks, forming a theoretical framework that guided the contextual research on resident’s experiences in Hoogvliet.
This contextual research revealed how the interviewed active citizens of Hoogvliet are generally experienced initiative takers, who have built substantial local social capital and capacity to self-organise effectively. Consequently, they face few significant barriers that a digital intervention might address.
A rather interesting finding was that these experienced initiative takers are currently limited in their capacity to expand their reach and involve more citizens, indicating a high demand for such activities. This demand stems from Hoogvliet’s social challenges and a lack of commercial activities nearby.
Based on these findings, the project shifted its design focus to supporting citizens interested in becoming active but lacking the social capital and capacity, which experienced initiative-takers have already developed. The contextual research highlighted areas where support for these interested, but inexperienced residents in Hoogvliet could be improved. These challenges informed the creation of a design vision, which was used to start the design phase.
Following two design iterations - resulting from evaluations with stakeholders, in which I implemented methods of participatory design and research through design - the project resulted in a final design: the platform Actief Hoogvliet.
This platform is designed to help interested residents explore opportunities for contributing to Hoogvliet’s informal networks. Residents can learn about existing initiatives and their opportunities to help, get motivated by success stories and explore tools for realising their own ideas.
For active residents, the platform is a space to showcase their established initiatives, get recognition for their contributions and expertise, and include help requests to invite residents beyond existing networks to join and help.
The thesis concludes that while a digital tool like Actief Hoogvliet provides opportunities for engaging and supporting new residents, its potential to directly support experienced active citizens in their informal networks may be limited. Existing local networks in Hoogvliet are deeply embedded in established communication channels, with strong values of autonomy and ownership, which may limit the lasting impact of a new digital tool.
Nonetheless, Actief Hoogvliet provides a valuable entry point for interested residents, helping to build capacity and confidence for active citizenship in the community. ...
The goal of this project was to examine how a digital tool could support citizens who actively contribute to informal networks, focusing on the neighbourhood Hoogvliet of Rotterdam as a case study.
The research began with a literature review identifying drivers and barriers for active participation in informal networks, forming a theoretical framework that guided the contextual research on resident’s experiences in Hoogvliet.
This contextual research revealed how the interviewed active citizens of Hoogvliet are generally experienced initiative takers, who have built substantial local social capital and capacity to self-organise effectively. Consequently, they face few significant barriers that a digital intervention might address.
A rather interesting finding was that these experienced initiative takers are currently limited in their capacity to expand their reach and involve more citizens, indicating a high demand for such activities. This demand stems from Hoogvliet’s social challenges and a lack of commercial activities nearby.
Based on these findings, the project shifted its design focus to supporting citizens interested in becoming active but lacking the social capital and capacity, which experienced initiative-takers have already developed. The contextual research highlighted areas where support for these interested, but inexperienced residents in Hoogvliet could be improved. These challenges informed the creation of a design vision, which was used to start the design phase.
Following two design iterations - resulting from evaluations with stakeholders, in which I implemented methods of participatory design and research through design - the project resulted in a final design: the platform Actief Hoogvliet.
This platform is designed to help interested residents explore opportunities for contributing to Hoogvliet’s informal networks. Residents can learn about existing initiatives and their opportunities to help, get motivated by success stories and explore tools for realising their own ideas.
For active residents, the platform is a space to showcase their established initiatives, get recognition for their contributions and expertise, and include help requests to invite residents beyond existing networks to join and help.
The thesis concludes that while a digital tool like Actief Hoogvliet provides opportunities for engaging and supporting new residents, its potential to directly support experienced active citizens in their informal networks may be limited. Existing local networks in Hoogvliet are deeply embedded in established communication channels, with strong values of autonomy and ownership, which may limit the lasting impact of a new digital tool.
Nonetheless, Actief Hoogvliet provides a valuable entry point for interested residents, helping to build capacity and confidence for active citizenship in the community.
The research was guided by two key sub-questions:
1. What challenges do residents currently face in the innovation testing process?
2. What factors contribute to resident engagement within the TGV community?
To answer these questions, the research employed a human-centered design approach, utilizing interviews, focus groups, and auto-ethnographic research. The findings revealed several key challenges that hinder resident engagement. Residents expressed dissatisfaction with the unstructured feedback process, a lack of clear communication, and limited recognition for their contributions. These factors led residents to undermine their roles, influenced by perceptions of how others view their contributions, compounded by the fact that their primary need is housing, not innovation.
The research on factors influencing resident engagement within the TGV community highlighted that community itself is both a cause and an effect of other engagement factors. Based on these findings and relevant literature, a strategic approach was developed to leverage community as a vehicle for connecting residents to the innovation process. Consequently, a community-based resident engagement framework was created to inform and support TGV in developing strategies and interventions that foster resident engagement. This framework is structured around four key elements: Identity, which helps residents form a collective identity within TGV; Interaction, which encourages meaningful exchanges between residents, employees, and innovators; Influence, which reassures residents that their contributions matter; and Impact, which ensures residents can see the tangible outcomes of their input. Together, these elements work to create a sense of community, serving as the foundation for increasing resident participation in innovation activities.
In addition to the framework, several actionable tools were developed to enhance resident engagement. These include the Moments of Intervention-Opportunity Map, which identifies key moments for TGV employees to foster engagement; a sensitizing booklet designed to help TGV employees understand residents’ perspectives and better align their roles in the innovation process; and a quick ideation template grounded in the framework. This template enables TGV employees to gain a deeper understanding of the challenges residents face and identify issues requiring attention. Accompanying this is an evaluation template to assess which ideas could have the most positive impact. Further recommendations involve integrating the framework into TGV’s innovation testing process and conducting additional research to evaluate and iterate the tools for maximum effectiveness. The research also uncovered interesting areas for exploration, including employees’ perspectives on community building within TGV and the influence of gender differences in perceiving empathy.
In conclusion, this project underscores the significance of aligning resident needs with TGV’s innovation goals. By fostering a stronger sense of community and ensuring that residents feel valued, TGV can cultivate a more engaged and motivated resident base, ultimately enhancing the success of its sustainable innovation testing. The framework and tools developed provide a foundational starting point for TGV to establish a more user-driven and collaborative living lab environment. ...
The research was guided by two key sub-questions:
1. What challenges do residents currently face in the innovation testing process?
2. What factors contribute to resident engagement within the TGV community?
To answer these questions, the research employed a human-centered design approach, utilizing interviews, focus groups, and auto-ethnographic research. The findings revealed several key challenges that hinder resident engagement. Residents expressed dissatisfaction with the unstructured feedback process, a lack of clear communication, and limited recognition for their contributions. These factors led residents to undermine their roles, influenced by perceptions of how others view their contributions, compounded by the fact that their primary need is housing, not innovation.
The research on factors influencing resident engagement within the TGV community highlighted that community itself is both a cause and an effect of other engagement factors. Based on these findings and relevant literature, a strategic approach was developed to leverage community as a vehicle for connecting residents to the innovation process. Consequently, a community-based resident engagement framework was created to inform and support TGV in developing strategies and interventions that foster resident engagement. This framework is structured around four key elements: Identity, which helps residents form a collective identity within TGV; Interaction, which encourages meaningful exchanges between residents, employees, and innovators; Influence, which reassures residents that their contributions matter; and Impact, which ensures residents can see the tangible outcomes of their input. Together, these elements work to create a sense of community, serving as the foundation for increasing resident participation in innovation activities.
In addition to the framework, several actionable tools were developed to enhance resident engagement. These include the Moments of Intervention-Opportunity Map, which identifies key moments for TGV employees to foster engagement; a sensitizing booklet designed to help TGV employees understand residents’ perspectives and better align their roles in the innovation process; and a quick ideation template grounded in the framework. This template enables TGV employees to gain a deeper understanding of the challenges residents face and identify issues requiring attention. Accompanying this is an evaluation template to assess which ideas could have the most positive impact. Further recommendations involve integrating the framework into TGV’s innovation testing process and conducting additional research to evaluate and iterate the tools for maximum effectiveness. The research also uncovered interesting areas for exploration, including employees’ perspectives on community building within TGV and the influence of gender differences in perceiving empathy.
In conclusion, this project underscores the significance of aligning resident needs with TGV’s innovation goals. By fostering a stronger sense of community and ensuring that residents feel valued, TGV can cultivate a more engaged and motivated resident base, ultimately enhancing the success of its sustainable innovation testing. The framework and tools developed provide a foundational starting point for TGV to establish a more user-driven and collaborative living lab environment.
Tailored family adaptation to living in a zero-energy house
Occupant’s crises and conflicts with a heat pump-based system
This project belongs to the IEBB project, which advocates for the renovation of ‘zero energy houses’ (ZEH) that synergize insulation and heat pump systems for energy conservation. The ZEH’s energy-saving efficiency depends on user behaviour. From a systems perspective, improper human interactions hinder energy saving, while occupants may find system responses that conflict with their preferences. This study delves into these conflicts and crises, highlighting the variance in post-occupancy adaptation influenced by individual perceptions and familial interplay. The project’s zenith aim is to tailor adaptation, ensuring co-performance between the heat pump
system and households.
Key Insight
In researching residents’ responses to the ‘routine crisis’ introduced by a new system, I discovered that these ‘crises’ could be productive, stimulating household engagement and fostering harmonious interactions with ZEH systems. This insight gave rise to the concept of the ‘enacted interface’ - a distinctive bridge between residents and their automated homes that supports the adaptation process. Through analysis, I identified elements that amplify residents’ engagement with ‘crises’ and observed the influence of family diversity on individual perceptions and responses to them. The results are manifested in two interrelated frameworks: one describing the ubiquity of ‘crises’ and another characterising the classification and impact of different elements.
Design
This design aims to make households curious about ‘crises’ and guide them towards tailored adaptations to new tech. The ‘Clock’ thermostat provides a consistent interface for temperature adjustments, while the ‘Feeling Message Board’ suggests lifestyle tips based on the user’s emotional input and changing scenarios. Both reinforce the system’s ability to communicate contextual and real-time status, motivating users to actively engage with its functions. Additionally, the design stimulates family discussions about the indoor environment and promotes collaborative responses to ‘crises’. Through co-performance of the system’s dynamic feedback and the household’s proactive exploration, the aim is to facilitate tailored adaptation. ...
This project belongs to the IEBB project, which advocates for the renovation of ‘zero energy houses’ (ZEH) that synergize insulation and heat pump systems for energy conservation. The ZEH’s energy-saving efficiency depends on user behaviour. From a systems perspective, improper human interactions hinder energy saving, while occupants may find system responses that conflict with their preferences. This study delves into these conflicts and crises, highlighting the variance in post-occupancy adaptation influenced by individual perceptions and familial interplay. The project’s zenith aim is to tailor adaptation, ensuring co-performance between the heat pump
system and households.
Key Insight
In researching residents’ responses to the ‘routine crisis’ introduced by a new system, I discovered that these ‘crises’ could be productive, stimulating household engagement and fostering harmonious interactions with ZEH systems. This insight gave rise to the concept of the ‘enacted interface’ - a distinctive bridge between residents and their automated homes that supports the adaptation process. Through analysis, I identified elements that amplify residents’ engagement with ‘crises’ and observed the influence of family diversity on individual perceptions and responses to them. The results are manifested in two interrelated frameworks: one describing the ubiquity of ‘crises’ and another characterising the classification and impact of different elements.
Design
This design aims to make households curious about ‘crises’ and guide them towards tailored adaptations to new tech. The ‘Clock’ thermostat provides a consistent interface for temperature adjustments, while the ‘Feeling Message Board’ suggests lifestyle tips based on the user’s emotional input and changing scenarios. Both reinforce the system’s ability to communicate contextual and real-time status, motivating users to actively engage with its functions. Additionally, the design stimulates family discussions about the indoor environment and promotes collaborative responses to ‘crises’. Through co-performance of the system’s dynamic feedback and the household’s proactive exploration, the aim is to facilitate tailored adaptation.
Breaking down barriers to Inclusive Design
Creating a safe learning environment for Industrial Design Engineering students
For this project, I researched the context of Inclusive Design activities by Industrial Design Engineering students at Delft Technical University. I studied the perspectives of students regarding their experiences with Inclusive Design projects. Findings reveal that students do not experience Inclusive Design as a learning process. They are afraid to make mistakes and mainly work towards the final design. Additionally, students experience barriers to starting Inclusive Design activities, such as their insecurities, uncertainties, moral aspects, time pressure, and high expectations. To break down these barriers, students express the need for support and information that they can directly apply to feel better prepared for the activities because they would like to work from existing knowledge rather than explore and discover it themselves. While there are tools to support Inclusive Design projects, they do not consist of fixed, predetermined steps that can be followed, which means they cannot be applied literally, and require students to experiment.
To allow students to explore Inclusive Design activities, a safe learning environment has to be created to reduce the barriers. This should ensure that each team member feels safe, supported and comfortable exploring during an Inclusive Design project.
The project’s research and design activities resulted in the co-design of a refocusing of the Master elective Inclusive Design. During my graduation project, an edition of the Inclusive Design elective ran in which several interventions were implemented based on my project findings. These interventions aim to break down barriers to exploring Inclusive Design (activities) by establishing a safe learning environment for students. Additionally, I designed a workbook for students that bundles and serves as a tool to lower the barrier. The workbook provides reflective exercises for students to process information throughout an Inclusive Design project iteratively.
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For this project, I researched the context of Inclusive Design activities by Industrial Design Engineering students at Delft Technical University. I studied the perspectives of students regarding their experiences with Inclusive Design projects. Findings reveal that students do not experience Inclusive Design as a learning process. They are afraid to make mistakes and mainly work towards the final design. Additionally, students experience barriers to starting Inclusive Design activities, such as their insecurities, uncertainties, moral aspects, time pressure, and high expectations. To break down these barriers, students express the need for support and information that they can directly apply to feel better prepared for the activities because they would like to work from existing knowledge rather than explore and discover it themselves. While there are tools to support Inclusive Design projects, they do not consist of fixed, predetermined steps that can be followed, which means they cannot be applied literally, and require students to experiment.
To allow students to explore Inclusive Design activities, a safe learning environment has to be created to reduce the barriers. This should ensure that each team member feels safe, supported and comfortable exploring during an Inclusive Design project.
The project’s research and design activities resulted in the co-design of a refocusing of the Master elective Inclusive Design. During my graduation project, an edition of the Inclusive Design elective ran in which several interventions were implemented based on my project findings. These interventions aim to break down barriers to exploring Inclusive Design (activities) by establishing a safe learning environment for students. Additionally, I designed a workbook for students that bundles and serves as a tool to lower the barrier. The workbook provides reflective exercises for students to process information throughout an Inclusive Design project iteratively.
Welcome to the neighborhood
A study for newcomers' sense of feeling at home in Bospolder-Tussendijken
This project systemically researches the current Dutch asylum procedure of newcomers in the Netherlands through a social lens with the aim to explore and improve their integration process in the neighborhood by focussing on the sense of feeling at home (NL: thuisgevoel).
The research is conducted into two parts: the journey towards a new home and its conflicts and the neighborhood as a new home and its opportunities.
As the asylum chain is a trajectory with many steps, layers and stakeholders; it is a complex system and will be approached as such. A method designed to take on complex problems is the Transition Design Method (van Ael et al., n.d.) which will be used as a framework for the first part of the project. Part one includes numerous interviews with stakeholders and literature research. As an outcome, it defines ten important factors of feeling at home (referred to as building blocks) and reveals the things that happen in the asylum procedure that hinder this feeling. Seven conflicting areas (referred to as tension fields) are defined that occur during this process.The second part explores the neighborhood as a new home and investigates opportunities to enhance newcomers’ sense of feeling at home. The neighborhood Bospolder-Tussendijken (BoTu in short) is chosen as case-study due to the clients presence in this area. The client of this project is the Field Academy (NL: Veldacademie); a Rotterdam-based research platform for socio-spatial urban development. It has gathered a broad amount of knowledge on this specific neighborhood as an outcome of monitoring its activities as part of Resilient BoTu 2028, a programme that aims to drive significant improvements in the area and transform it into Rotterdam’s first resilient community within ten years. Context-specific information was gathered through a field study in the neighborhood and a participatory session with newcomers themselves. By addressing the conflicts that were found in the housing process and translating those to opportunities for newcomers in BoTu, these findings have been used as starting points to propose three design directions.
The outcome of this project is the development of Een kijk in de wijk (ENG: the Neighborhood Navigator): an interactive maquette of the neighborhood that gives newcomers insight into the offer of community centers, activities, key figures and developments of Bospolder- Tussendijken through audio stories. Leveraging existing networks of locals and initiatives, the intervention aims to promote inclusion and encourage participation among newcomers. By involving newcomers in local initiatives, it seeks to facilitate connections, collaborations, and a greater sense of community.
This research project is intended to contribute to a deeper understanding of the integration trajectory of newcomers in the Netherlands and offer practical insights and interventions to enhance their sense of feeling at home in their new neighborhoods. ...
This project systemically researches the current Dutch asylum procedure of newcomers in the Netherlands through a social lens with the aim to explore and improve their integration process in the neighborhood by focussing on the sense of feeling at home (NL: thuisgevoel).
The research is conducted into two parts: the journey towards a new home and its conflicts and the neighborhood as a new home and its opportunities.
As the asylum chain is a trajectory with many steps, layers and stakeholders; it is a complex system and will be approached as such. A method designed to take on complex problems is the Transition Design Method (van Ael et al., n.d.) which will be used as a framework for the first part of the project. Part one includes numerous interviews with stakeholders and literature research. As an outcome, it defines ten important factors of feeling at home (referred to as building blocks) and reveals the things that happen in the asylum procedure that hinder this feeling. Seven conflicting areas (referred to as tension fields) are defined that occur during this process.The second part explores the neighborhood as a new home and investigates opportunities to enhance newcomers’ sense of feeling at home. The neighborhood Bospolder-Tussendijken (BoTu in short) is chosen as case-study due to the clients presence in this area. The client of this project is the Field Academy (NL: Veldacademie); a Rotterdam-based research platform for socio-spatial urban development. It has gathered a broad amount of knowledge on this specific neighborhood as an outcome of monitoring its activities as part of Resilient BoTu 2028, a programme that aims to drive significant improvements in the area and transform it into Rotterdam’s first resilient community within ten years. Context-specific information was gathered through a field study in the neighborhood and a participatory session with newcomers themselves. By addressing the conflicts that were found in the housing process and translating those to opportunities for newcomers in BoTu, these findings have been used as starting points to propose three design directions.
The outcome of this project is the development of Een kijk in de wijk (ENG: the Neighborhood Navigator): an interactive maquette of the neighborhood that gives newcomers insight into the offer of community centers, activities, key figures and developments of Bospolder- Tussendijken through audio stories. Leveraging existing networks of locals and initiatives, the intervention aims to promote inclusion and encourage participation among newcomers. By involving newcomers in local initiatives, it seeks to facilitate connections, collaborations, and a greater sense of community.
This research project is intended to contribute to a deeper understanding of the integration trajectory of newcomers in the Netherlands and offer practical insights and interventions to enhance their sense of feeling at home in their new neighborhoods.
Social Navigation
Assisting people that are blind or have low vision in finding and navigating towards familiar individuals in close proximity
Literature describes that having a visual impairment can greatly impact your social life (Brunes et al., 2019; Desrosiers et al., 2009; Grow et al., 2015; OehlerGiarratana & Fitzgerald, 1980). This was confirmed by PBLV, during interviews that were executed in advance of the project. There seems to be a gap in exploring how design could help PBLV with the challenges they experience in their social life. With a participatory approach, this project attempts to contribute to filling this gap. During the project, the goal was to ‘develop a supporting device that makes PBLV feel more at ease in social situations’.
Interviews and shadowing sessions with PBLV, and a literature study resulted in the definition of eight areas where PBLV experience challenges in their social life. Together with studying the technological developments in the field of social life of PBLV, resulted in composing the design goal to: ‘Design a tool that allows PBLV to improve personal social navigation. Helping them to find and identify familiar people around them in social settings.’
With this design goal and the conducted research in mind, the conceptualization phase followed. During this phase several concepts were generated, (rapid) prototypes were created, and additional tests and studies were executed. Knowledge gathered from this phase resulted in the design of the final concept called ‘Sofi’.
‘Sofi’, the social finder, is an application and add-on for the Apple Watch which supports PBLV in their social navigation. It does so via communicating the identity, and location of familiar others nearby through vibrations. In addition, it helps PBLV to navigate towards these familiar others when desired.
Based on prototyping and testing elements of the final concept, and gathering feedback from PBLV, ‘Sofi’ seems to be a promising concept that could have potential for further development. The findings of this project, in particular, the research on social challenge areas for PBLV, and the design exploration can contribute to the knowledge of using design to help PBLV tackle the challenges they experience in their social life. ...
Literature describes that having a visual impairment can greatly impact your social life (Brunes et al., 2019; Desrosiers et al., 2009; Grow et al., 2015; OehlerGiarratana & Fitzgerald, 1980). This was confirmed by PBLV, during interviews that were executed in advance of the project. There seems to be a gap in exploring how design could help PBLV with the challenges they experience in their social life. With a participatory approach, this project attempts to contribute to filling this gap. During the project, the goal was to ‘develop a supporting device that makes PBLV feel more at ease in social situations’.
Interviews and shadowing sessions with PBLV, and a literature study resulted in the definition of eight areas where PBLV experience challenges in their social life. Together with studying the technological developments in the field of social life of PBLV, resulted in composing the design goal to: ‘Design a tool that allows PBLV to improve personal social navigation. Helping them to find and identify familiar people around them in social settings.’
With this design goal and the conducted research in mind, the conceptualization phase followed. During this phase several concepts were generated, (rapid) prototypes were created, and additional tests and studies were executed. Knowledge gathered from this phase resulted in the design of the final concept called ‘Sofi’.
‘Sofi’, the social finder, is an application and add-on for the Apple Watch which supports PBLV in their social navigation. It does so via communicating the identity, and location of familiar others nearby through vibrations. In addition, it helps PBLV to navigate towards these familiar others when desired.
Based on prototyping and testing elements of the final concept, and gathering feedback from PBLV, ‘Sofi’ seems to be a promising concept that could have potential for further development. The findings of this project, in particular, the research on social challenge areas for PBLV, and the design exploration can contribute to the knowledge of using design to help PBLV tackle the challenges they experience in their social life.
InsightSpace
Broadening Inclusive Education Horizons for Vision Impairment
The design process was structured around four key phases – Exploration, Ideation, Iteration, and Implementation. The Exploration phase involved in-depth user research to identify needs and values. Ideation generated numerous concepts, with a focus on converting visual content into accessible multisensory formats. Iteration prototyped and tested these concepts to refine the designs based on user feedback. Finally, Implementation delivered the high-fidelity prototype – an AI-powered platform called “InsightSpace” that integrates with the Brightspace LMS.
Key features of InsightSpace include the “InsightOut” tool which leverages AI to interpret and narrate visualizations, and the Envision Ally community portal that facilitates collaborative learning. The concept aligns with design values like accessibility, inclusiveness, personalization, and community identified through the research. Evaluation metrics focus on usability, user satisfaction, and platform effectiveness in conveying visual information.
The thesis concludes that InsightSpace demonstrates the potential of inclusive design and assistive technology in transforming educational experiences. It underscores the importance of multifaceted research and continuous user involvement in developing empathetic solutions.
The platform marks progress in the mission to create learning environments where students with vision impairment can thrive alongside their sighted peers. ...
The design process was structured around four key phases – Exploration, Ideation, Iteration, and Implementation. The Exploration phase involved in-depth user research to identify needs and values. Ideation generated numerous concepts, with a focus on converting visual content into accessible multisensory formats. Iteration prototyped and tested these concepts to refine the designs based on user feedback. Finally, Implementation delivered the high-fidelity prototype – an AI-powered platform called “InsightSpace” that integrates with the Brightspace LMS.
Key features of InsightSpace include the “InsightOut” tool which leverages AI to interpret and narrate visualizations, and the Envision Ally community portal that facilitates collaborative learning. The concept aligns with design values like accessibility, inclusiveness, personalization, and community identified through the research. Evaluation metrics focus on usability, user satisfaction, and platform effectiveness in conveying visual information.
The thesis concludes that InsightSpace demonstrates the potential of inclusive design and assistive technology in transforming educational experiences. It underscores the importance of multifaceted research and continuous user involvement in developing empathetic solutions.
The platform marks progress in the mission to create learning environments where students with vision impairment can thrive alongside their sighted peers.
The resident-centered energy transition
Bridging the gap between the customer and business journey for installation companies
Exploring the potential of Customer Journeys as a valuable tool to improve resident experiences, this thesis uses the customer journey as a framework to explore how installation companies can deliver improved experiences to residents. To this end, a research gap is identified in the lack of sources offering guidance on the optimal implementation of the customer journey into a company’s processes.
To start addressing this gap and provide guidance for companies, the thesis details a typical customer journey, shedding light on pain points experienced by residents during sustainable renovations with insights gained from industry literature. This overview shows that despite overall resident satisfaction, avoidable unfortunate experiences persist in the resident journey. The thesis proposes that installation companies could benefit from expanding their focus from the initial phases of the customer journey, such as orientation and choosing a solution, to later phases, such as living in a renovated home, to reduce failure costs and adopt a more holistic approach.
Examples from practice, potential solutions and insights into the challenges installation companies face emerge from analyzing semi-structured interviews with industry experts.
In conclusion the thesis presents a design concept encouraging installation companies to integrate more resident feedback into their design phase, fostering a more iterative approach. This proposal aims to start bridging the existing gap, empowering installation companies to navigate the complexities of sustainable renovations with enhanced customer-centric practices. ...
Exploring the potential of Customer Journeys as a valuable tool to improve resident experiences, this thesis uses the customer journey as a framework to explore how installation companies can deliver improved experiences to residents. To this end, a research gap is identified in the lack of sources offering guidance on the optimal implementation of the customer journey into a company’s processes.
To start addressing this gap and provide guidance for companies, the thesis details a typical customer journey, shedding light on pain points experienced by residents during sustainable renovations with insights gained from industry literature. This overview shows that despite overall resident satisfaction, avoidable unfortunate experiences persist in the resident journey. The thesis proposes that installation companies could benefit from expanding their focus from the initial phases of the customer journey, such as orientation and choosing a solution, to later phases, such as living in a renovated home, to reduce failure costs and adopt a more holistic approach.
Examples from practice, potential solutions and insights into the challenges installation companies face emerge from analyzing semi-structured interviews with industry experts.
In conclusion the thesis presents a design concept encouraging installation companies to integrate more resident feedback into their design phase, fostering a more iterative approach. This proposal aims to start bridging the existing gap, empowering installation companies to navigate the complexities of sustainable renovations with enhanced customer-centric practices.
Participation at your doorstep
Stimulating social cohesion and building new relations between Rotterdammers and the municipality
The public good became something that is not created publically anymore. The interaction between the municipality and citizens is characterised by distance: civil servants are used to design services without citizens and citizens are used to a municipality that does its own thing. Both are not used to approaching each other in order to collaboratively make better public spaces, services and policies. If the municipality does not put effort in finding new ways to actively invite people to participate the distance will become bigger, making cities less inclusive and neighbourhoods less liveable.
Participatory activities strengthen the social network of people within a neighbourhood and through this a neighbourhood becomes more resilient. Also through a stronger local network, people tend to engage more in participatory activities. It’s an ongoing challenge for the municipality to include less obvious citizens in this local network of participation processes. The municipality should be a facilitator of community building and actively approach people in order to connect to them.
The Wijkbox concept is an intervention that combines these social and participatory aspects. In this box, citizens can leave their opinion, dreams and concerns about the neighbourhood. The box is handed out by civil servants in the neighbourhood and later passed on from citizen to citizen. As the boxes travel through the neighbourhood, more opinions are collected, more social connections are formed and new people enter the local network. The Wijkbox is a starting point for collaboration related to the topics proposed in the boxes. It allows civil servants to approach citizens more personally and provides citizens an accessible way to form their opinion about the neighbourhood, possibly stimulating them to join other participatory activities.
The Wijkbox was tested in two pilots with both citizens and civil servants. The Wijkbox shows potential in reaching ‘not-yet-active’ citizens and stimulating social connection within the neighbourhood. Citizens evaluated the form of participation as positive and civil servants were enthusiastic about the personal approach the Wijkbox initiates. At the moment, the concept is being implemented by the municipality in two local projects. It shows that the concept can potentially contribute to the more local approach that the municipality wants to take. The results of these experiments, which will be available after this graduation project, will show whether the concept benefits real-life projects and if it contributes to a long term relationship forming between Rotterdammers and the municipality. ...
The public good became something that is not created publically anymore. The interaction between the municipality and citizens is characterised by distance: civil servants are used to design services without citizens and citizens are used to a municipality that does its own thing. Both are not used to approaching each other in order to collaboratively make better public spaces, services and policies. If the municipality does not put effort in finding new ways to actively invite people to participate the distance will become bigger, making cities less inclusive and neighbourhoods less liveable.
Participatory activities strengthen the social network of people within a neighbourhood and through this a neighbourhood becomes more resilient. Also through a stronger local network, people tend to engage more in participatory activities. It’s an ongoing challenge for the municipality to include less obvious citizens in this local network of participation processes. The municipality should be a facilitator of community building and actively approach people in order to connect to them.
The Wijkbox concept is an intervention that combines these social and participatory aspects. In this box, citizens can leave their opinion, dreams and concerns about the neighbourhood. The box is handed out by civil servants in the neighbourhood and later passed on from citizen to citizen. As the boxes travel through the neighbourhood, more opinions are collected, more social connections are formed and new people enter the local network. The Wijkbox is a starting point for collaboration related to the topics proposed in the boxes. It allows civil servants to approach citizens more personally and provides citizens an accessible way to form their opinion about the neighbourhood, possibly stimulating them to join other participatory activities.
The Wijkbox was tested in two pilots with both citizens and civil servants. The Wijkbox shows potential in reaching ‘not-yet-active’ citizens and stimulating social connection within the neighbourhood. Citizens evaluated the form of participation as positive and civil servants were enthusiastic about the personal approach the Wijkbox initiates. At the moment, the concept is being implemented by the municipality in two local projects. It shows that the concept can potentially contribute to the more local approach that the municipality wants to take. The results of these experiments, which will be available after this graduation project, will show whether the concept benefits real-life projects and if it contributes to a long term relationship forming between Rotterdammers and the municipality.
This graduation project explores how to communicate information related to indoor climate and energy to motivate secondary school students to save energy through social dynamics at school. The final design of this project is a digital application that promotes sustainable behavior among students.
In the exploration phase of the project, extensive user research including co-design sessions with users and literature review into the topic of social dynamics between students and their attitudes towards sustainability helped to understand users comprehensively. It revealed most students don’t have the motivation to contribute to energy conservation for the school. Yet, there is intensive social interaction within student cliques which is a potential means to motivate students to engage with sustainability. Further research through context study of the technical infrastructure and literature review into indoor climate science and its relationship with users narrowed down the solution space for the next defining phase. Based on the exploration, the design goal was defined and followed by the iteration phase. A series of design prototypes, based on the information communication method, was created and tested with the participants to inform the final design.
The final concept PROMOTIVATE is an interactive application that motivates secondary school students to act on sustainable actions in the school context. It features group-based competitions, sustainable actions, and information related to indoor climate and energy. The application enables students to take action and contribute to sustainability at school through teamwork in a competitive manner.
A clickable application was evaluated with participants using qualitative methods of observation and interviews, and quantitative methods of survey. It is experienced as motivating and encouraging for participants with an easy-to-use interaction. Participants were motivated and encouraged by diverse features of the final concept. The practical information provided in the application related to detailed descriptions of the energy-saving actions was clear for participants. They also motivated each other in the group.
The design research and practice conducted in this project prove that social dynamics can play a big role in engaging users with the topic of energy conservation. Furthermore, it showed that the information on indoor climate and energy can be used to evoke motivation and confidence, which offers interesting directions for future work. To be more specific, the research suggests the potential for further development of the functioning system that links to the energy use data and the indoor climate data in ENERGE data dashboard to make sustainable actions more down-to-earth. ...
This graduation project explores how to communicate information related to indoor climate and energy to motivate secondary school students to save energy through social dynamics at school. The final design of this project is a digital application that promotes sustainable behavior among students.
In the exploration phase of the project, extensive user research including co-design sessions with users and literature review into the topic of social dynamics between students and their attitudes towards sustainability helped to understand users comprehensively. It revealed most students don’t have the motivation to contribute to energy conservation for the school. Yet, there is intensive social interaction within student cliques which is a potential means to motivate students to engage with sustainability. Further research through context study of the technical infrastructure and literature review into indoor climate science and its relationship with users narrowed down the solution space for the next defining phase. Based on the exploration, the design goal was defined and followed by the iteration phase. A series of design prototypes, based on the information communication method, was created and tested with the participants to inform the final design.
The final concept PROMOTIVATE is an interactive application that motivates secondary school students to act on sustainable actions in the school context. It features group-based competitions, sustainable actions, and information related to indoor climate and energy. The application enables students to take action and contribute to sustainability at school through teamwork in a competitive manner.
A clickable application was evaluated with participants using qualitative methods of observation and interviews, and quantitative methods of survey. It is experienced as motivating and encouraging for participants with an easy-to-use interaction. Participants were motivated and encouraged by diverse features of the final concept. The practical information provided in the application related to detailed descriptions of the energy-saving actions was clear for participants. They also motivated each other in the group.
The design research and practice conducted in this project prove that social dynamics can play a big role in engaging users with the topic of energy conservation. Furthermore, it showed that the information on indoor climate and energy can be used to evoke motivation and confidence, which offers interesting directions for future work. To be more specific, the research suggests the potential for further development of the functioning system that links to the energy use data and the indoor climate data in ENERGE data dashboard to make sustainable actions more down-to-earth.
Improve Mobile Payment Accessibility for People with Visual Impairment
An Inclusive Design Project with ING
The research reveals the inaccessibility interfaces of the current payment system often force PVIs to skip important steps of their payment, such as confirming the final amount. Moreover, POS machines and kiosks afford very different experiences for PVIs and sighted people. As a result, when PVIs seek help from sighted people, they often receive unreliable and inaccessible information. The project results in a secure payment transaction design proposal in which PVIs can experience control.
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The research reveals the inaccessibility interfaces of the current payment system often force PVIs to skip important steps of their payment, such as confirming the final amount. Moreover, POS machines and kiosks afford very different experiences for PVIs and sighted people. As a result, when PVIs seek help from sighted people, they often receive unreliable and inaccessible information. The project results in a secure payment transaction design proposal in which PVIs can experience control.