H. Verma
Please Note
10 records found
1
The Epilepsy Journal
Integrating subjective and physiological data to enable personalised understanding and prediction of epileptic events
This graduation project addresses this opportunity by designing and evaluating a journal application as a method to integrate physiological data from a wearable with subjective contextual information through a mobile application and Apple Watch. The goal is to create a time-synchronized data set that can be used to train personalised machine learning models capable of predicting seizures and generating preventive warnings.
The proposed design enables epilepsy patients to remotely log scenarios in real time while a wearable continuously measures physiological data types. These two data streams are synchronized through precise timestamps. Once the data is labeled, it is suitable for future machine learning purposes.
The research study of this project focuses on the nudging strategy of the developed mobile application. A usability study was performed with 7 participants to evaluate which type of nudging strategy yields the best user engagement and journaling compliance through the mobile application.
In a within-subjects study (N=7, three conditions for a total of 9 days), no significant differences were found between nudging strategies for the total amount of logged labels, total time covered with labels, or latency. However, a small positive trend has been observed suggesting that a personalised approach yields the best journaling behaviour, indicating that in future research, with a larger sample size, the significant difference between nudge strategies could be proven.
In conclusion, this thesis describes the iterative development of a mobile application able to align subjective contextual information to continuously measured physiological wearable data. Classification of the physiological data with subjective contextual information enables future personalised machine learning applications that support the identification, detection, and forecasting of epileptic-related triggers and seizures. The design balances an epileptic safe interface, user engagement, data processing, and interpretable data visualisation. ...
This graduation project addresses this opportunity by designing and evaluating a journal application as a method to integrate physiological data from a wearable with subjective contextual information through a mobile application and Apple Watch. The goal is to create a time-synchronized data set that can be used to train personalised machine learning models capable of predicting seizures and generating preventive warnings.
The proposed design enables epilepsy patients to remotely log scenarios in real time while a wearable continuously measures physiological data types. These two data streams are synchronized through precise timestamps. Once the data is labeled, it is suitable for future machine learning purposes.
The research study of this project focuses on the nudging strategy of the developed mobile application. A usability study was performed with 7 participants to evaluate which type of nudging strategy yields the best user engagement and journaling compliance through the mobile application.
In a within-subjects study (N=7, three conditions for a total of 9 days), no significant differences were found between nudging strategies for the total amount of logged labels, total time covered with labels, or latency. However, a small positive trend has been observed suggesting that a personalised approach yields the best journaling behaviour, indicating that in future research, with a larger sample size, the significant difference between nudge strategies could be proven.
In conclusion, this thesis describes the iterative development of a mobile application able to align subjective contextual information to continuously measured physiological wearable data. Classification of the physiological data with subjective contextual information enables future personalised machine learning applications that support the identification, detection, and forecasting of epileptic-related triggers and seizures. The design balances an epileptic safe interface, user engagement, data processing, and interpretable data visualisation.
Rethinking Binaries in Urban Digital Twins
A Speculative Design Approach
Drawing on theories of algorithmic bias, data feminism and design ambiguity, I analyse how UDTs rely on binary classifications (such as high vs low demand, and predictable vs unpredictable), and how these simplify complexity to shape reality while determining who is recognised and who remains unseen in the process. To explore these dynamics, I looked into the binary logics within a specific urban algorithm (the Advier Hub Algorithm). The shortcomings of these binary logics were then extrapolated into a context where a fully Autonomous Urban Digital Twin (AUDT) would have control of the city. This speculation led to the formation of a scenario on which the final speculative artefact, The Behavioural Mirror, was formed.
This artefact was created for within the municipal context to help start the conversation around algorithmic justice within the urban environment, specifically in relation to Urban Digital Twins. The Behavioural Mirror, invites users to encounter a fictional interface that calculates a “visibility score” based on the legibility of their behavioural patterns rather than on identity alone; through the scenario of Sem, a nurse whose irregular hours fall outside optimisation models, participants are prompted to confront how systems silently sort populations according to behavioural norms.
In my research through design process, I combined theoretical framing, design exploration and iterative testing with municipal professionals, mobility experts and designers; in facilitated sessions, participants used the mirror to provoke dialogue, policy reflection and ethical awareness. Within this process questions were raised about data invisibility’s complexity, the trade-offs between opting out and the limits of rigid logics in public systems.
In the facilitated evaluation sessions, I observed the Behavioural Mirror effectively prompted participants to question their own assumptions and discuss the hidden rules of optimisation. Municipal professionals and mobility experts engaged deeply with the video within the artefact, often remarked on their discomfort and curiosity. Discussions ranged from technical concerns about data completeness to ethical debates on agency and refusal. Many participants suggested that the mirror could serve as a primer in team workshops, policy labs and ethical training days by creating a shared reference point for challenging binary logics in Urban Digital Twins. Overall, the testing confirmed that speculative artefacts can be effective in opening space for critical dialogue.
Future work could explore artefacts that foreground the choice of invisibility. What if you would like to choose not to be visible? Aside from this, it could be interesting to iterate and develop this artefact further to test its and other artefacts’ potential in influencing the urban decision making over time.
...
Drawing on theories of algorithmic bias, data feminism and design ambiguity, I analyse how UDTs rely on binary classifications (such as high vs low demand, and predictable vs unpredictable), and how these simplify complexity to shape reality while determining who is recognised and who remains unseen in the process. To explore these dynamics, I looked into the binary logics within a specific urban algorithm (the Advier Hub Algorithm). The shortcomings of these binary logics were then extrapolated into a context where a fully Autonomous Urban Digital Twin (AUDT) would have control of the city. This speculation led to the formation of a scenario on which the final speculative artefact, The Behavioural Mirror, was formed.
This artefact was created for within the municipal context to help start the conversation around algorithmic justice within the urban environment, specifically in relation to Urban Digital Twins. The Behavioural Mirror, invites users to encounter a fictional interface that calculates a “visibility score” based on the legibility of their behavioural patterns rather than on identity alone; through the scenario of Sem, a nurse whose irregular hours fall outside optimisation models, participants are prompted to confront how systems silently sort populations according to behavioural norms.
In my research through design process, I combined theoretical framing, design exploration and iterative testing with municipal professionals, mobility experts and designers; in facilitated sessions, participants used the mirror to provoke dialogue, policy reflection and ethical awareness. Within this process questions were raised about data invisibility’s complexity, the trade-offs between opting out and the limits of rigid logics in public systems.
In the facilitated evaluation sessions, I observed the Behavioural Mirror effectively prompted participants to question their own assumptions and discuss the hidden rules of optimisation. Municipal professionals and mobility experts engaged deeply with the video within the artefact, often remarked on their discomfort and curiosity. Discussions ranged from technical concerns about data completeness to ethical debates on agency and refusal. Many participants suggested that the mirror could serve as a primer in team workshops, policy labs and ethical training days by creating a shared reference point for challenging binary logics in Urban Digital Twins. Overall, the testing confirmed that speculative artefacts can be effective in opening space for critical dialogue.
Future work could explore artefacts that foreground the choice of invisibility. What if you would like to choose not to be visible? Aside from this, it could be interesting to iterate and develop this artefact further to test its and other artefacts’ potential in influencing the urban decision making over time.
The Cost of Being Connected
Dreaming of smart home futures through design fiction
This speculative project first used traditional design research activities to understand the context of the smart home, informing the design process of two design fiction artifacts. Following, these design fictions were used as a research for design tool to 1) sensitize and engage non-experts to provide their perspective on the context and 2) indicate threats and opportunities for the design of smart home devices in the home.
The first design fiction was a physical booklet containing news articles from the future. This was used to convey the broad spectrum of findings to a non-expert audience. Using these findings, the final speculative question was formulated, which defined the pretense of the film: “What if smart home devices develop dementia (and other aging-related conditions) due to their short product lifespans and the deterioration of hardware and software over long-term use?”. This question was used to define the storyline, scenes, filming, and editing process. As a result of the production process, a short, 6.5-minute film was created as the final design fiction prototype.
8 participants were evaluated using a semi-structured interview and the film, which considered their previous knowledge, their perspective on living with smart home systems, and the extent to which the film sensitized them to the topic. These findings contributed to the 12 design recommendations, which is a call to action for designers to design for ownership. These recommendations highlight the imbalanced relationship between devices, companies, and users while providing 12 tangible ways designers can create a greater sense of agency and ownership by making changes to the design of the user experience, user interface, and the way these systems themselves are designed.
...
This speculative project first used traditional design research activities to understand the context of the smart home, informing the design process of two design fiction artifacts. Following, these design fictions were used as a research for design tool to 1) sensitize and engage non-experts to provide their perspective on the context and 2) indicate threats and opportunities for the design of smart home devices in the home.
The first design fiction was a physical booklet containing news articles from the future. This was used to convey the broad spectrum of findings to a non-expert audience. Using these findings, the final speculative question was formulated, which defined the pretense of the film: “What if smart home devices develop dementia (and other aging-related conditions) due to their short product lifespans and the deterioration of hardware and software over long-term use?”. This question was used to define the storyline, scenes, filming, and editing process. As a result of the production process, a short, 6.5-minute film was created as the final design fiction prototype.
8 participants were evaluated using a semi-structured interview and the film, which considered their previous knowledge, their perspective on living with smart home systems, and the extent to which the film sensitized them to the topic. These findings contributed to the 12 design recommendations, which is a call to action for designers to design for ownership. These recommendations highlight the imbalanced relationship between devices, companies, and users while providing 12 tangible ways designers can create a greater sense of agency and ownership by making changes to the design of the user experience, user interface, and the way these systems themselves are designed.
Framing a Guideline for Balancing Task Delegation of Human-Robot Collaboration in Automation processes
A Case Study on Automatic Passenger Boarding Bridge in Amsterdam-based Airport Autonomous Airside Operation
Through a combination of literature study, context research, in-depth interviews, and surveys, this study synthesizes insights to understand the changing nature of tasks, identify influential factors, and determine the appropriate level of human involvement with the main research question: “In the different PBB operation types (e.g., semi-auto controlled in a PBB, semi-auto controlled outside PBB), which tasks can be delegated to automated systems, and which tasks should be performed by humans?”
The main insights indicate that high-precision tasks are identified as potential candidates for AS delegation, while tasks requiring clear communication and meticulous inspection align better with human management. The study underscores the significance of effective information exchange, emphasizing the multifaceted roles of humans beyond mere data exchange.
To address this, two main outputs were introduced: one is a decision-making board game as a speculative probe called PBB, and the other one is a roadmap for RSG’s future vision, which can empower organizations with insights into the evolving nature of tasks for both humans and ASs. The PBB game is expected to allow diverse stakeholders to enact multiple scenarios in various decision pathways aligned with different levels of automation. Further, the roadmap will envision the optimal future scenario, leading to actionable plans for organizations with a holistic understanding of Human-Automation Collaboration (HAC).
...
Through a combination of literature study, context research, in-depth interviews, and surveys, this study synthesizes insights to understand the changing nature of tasks, identify influential factors, and determine the appropriate level of human involvement with the main research question: “In the different PBB operation types (e.g., semi-auto controlled in a PBB, semi-auto controlled outside PBB), which tasks can be delegated to automated systems, and which tasks should be performed by humans?”
The main insights indicate that high-precision tasks are identified as potential candidates for AS delegation, while tasks requiring clear communication and meticulous inspection align better with human management. The study underscores the significance of effective information exchange, emphasizing the multifaceted roles of humans beyond mere data exchange.
To address this, two main outputs were introduced: one is a decision-making board game as a speculative probe called PBB, and the other one is a roadmap for RSG’s future vision, which can empower organizations with insights into the evolving nature of tasks for both humans and ASs. The PBB game is expected to allow diverse stakeholders to enact multiple scenarios in various decision pathways aligned with different levels of automation. Further, the roadmap will envision the optimal future scenario, leading to actionable plans for organizations with a holistic understanding of Human-Automation Collaboration (HAC).
Power-full Reflexivity
Unveiling Power Dynamics to Foster Participatory Decision-Making in Organization
This project, conducted in collaboration with CGI Netherlands GTO, aims to bridge the gap between the theoretical emphasis on participatory value and its practical application in organizations. Two research questions are formulated to guide the investigation: “How can participatory decision-making be integrated into GTO?” and “How can hierarchical structures and power imbalances in decision-making be overcome to embrace participatory decision-making?”
To address these questions, a proposed reflexivity exercise, known as Power-full Reflexivity, is introduced. The goal of this exercise is to assist individuals in positions of authority in recognizing the power dynamics inherent in the decision-making process. The ultimate objective is to facilitate the meaningful involvement of individuals who are affected by the decisions and have experienced the issues, granting them greater access and agency within the decision-making process. It is believed that the use of Power-full Reflexivity by decision-makers will enhance the participatory value in their decision-making practices, benefiting individuals through increased agency and fostering a collaborative and participatory environment within the organization. ...
This project, conducted in collaboration with CGI Netherlands GTO, aims to bridge the gap between the theoretical emphasis on participatory value and its practical application in organizations. Two research questions are formulated to guide the investigation: “How can participatory decision-making be integrated into GTO?” and “How can hierarchical structures and power imbalances in decision-making be overcome to embrace participatory decision-making?”
To address these questions, a proposed reflexivity exercise, known as Power-full Reflexivity, is introduced. The goal of this exercise is to assist individuals in positions of authority in recognizing the power dynamics inherent in the decision-making process. The ultimate objective is to facilitate the meaningful involvement of individuals who are affected by the decisions and have experienced the issues, granting them greater access and agency within the decision-making process. It is believed that the use of Power-full Reflexivity by decision-makers will enhance the participatory value in their decision-making practices, benefiting individuals through increased agency and fostering a collaborative and participatory environment within the organization.
AffectiveAir
Exploring pneumatic affective haptics on the shoulder
The embodiment of the prototype is the result of an iterative design process based on literature research, benchmarks, and user tests. The wearable actuator, designed to be worn on the back of the shoulder, is secured using an elastic band that attaches to the wearer’s pants. A custom-designed, thin polyurethane airbag with an integrated nozzle provides a soft, textile-integrated actuator solution. An external pneumatic control system controls the airflow, allowing for inflation under 1000- and deflation under 100 milliseconds. Effects of the actuator are monitored using an air pressure sensor and force sensitive resistor, offering controlled feedback and data logs for prototyping and user research.
Multiple user tests functioned as a means to explore and verify new designs throughout the project. Initial tests identified the shoulder as an effective and acceptable location for the feedback, and an airbag of 40x40mm was determined to provide the best balance between intensity and comfort for this specific location. Subsequent tests determined optimal pressure levels for pneumatic haptics on the shoulder and evaluated user responses to various pneumatic patterns.
Results revealed that it was challenging for participants to distinguish pressure levels from each other within the 0 to 500 mbar range. However, there were promising results in the general identification of increasing or decreasing pneumatic patterns using three pressure levels of 75, 200 and 500 mbar. ‘TripleShort’ received the highest identification rating at 85%, while ‘short staircase down’ received the lowest rating at 44%.
Patterns with a prolonged high pressure level at the end such as ‘heartbeat forward’ and ‘long staircase up’ received a slighly higher comfort and pleasantness rating compared to others, where the latter was rated the least exciting at lower speed. Overall ratings remained close to the median across tests with variable speed or pressure levels.
General user feedback on the prototype and haptic experience was positive, with participants noting the novelty and the sensation’s occasional resemblance to intimate human touch. Feedback from the interview also notes how context and social relationship status closely relates to the acceptability of receiving such feedback. The ergonomics of the prototype were considered satisfactory, allowing for adjustment to fit any body size and position the feedback on the back of the participant’s shoulder.
In conclusion, AffectiveAir demonstrated the potential for affective touch through a pneumatic shoulder wearable. It offers a library of identifiable and characterized pneumatic patterns and the ability to extend the possible actuations with adjustable parameters. The project’s outcomes suggest promising potential for further research using affective pneumatic haptics, applicable not only in mediated communication but also in other possible areas such as gaming and navigation. ...
The embodiment of the prototype is the result of an iterative design process based on literature research, benchmarks, and user tests. The wearable actuator, designed to be worn on the back of the shoulder, is secured using an elastic band that attaches to the wearer’s pants. A custom-designed, thin polyurethane airbag with an integrated nozzle provides a soft, textile-integrated actuator solution. An external pneumatic control system controls the airflow, allowing for inflation under 1000- and deflation under 100 milliseconds. Effects of the actuator are monitored using an air pressure sensor and force sensitive resistor, offering controlled feedback and data logs for prototyping and user research.
Multiple user tests functioned as a means to explore and verify new designs throughout the project. Initial tests identified the shoulder as an effective and acceptable location for the feedback, and an airbag of 40x40mm was determined to provide the best balance between intensity and comfort for this specific location. Subsequent tests determined optimal pressure levels for pneumatic haptics on the shoulder and evaluated user responses to various pneumatic patterns.
Results revealed that it was challenging for participants to distinguish pressure levels from each other within the 0 to 500 mbar range. However, there were promising results in the general identification of increasing or decreasing pneumatic patterns using three pressure levels of 75, 200 and 500 mbar. ‘TripleShort’ received the highest identification rating at 85%, while ‘short staircase down’ received the lowest rating at 44%.
Patterns with a prolonged high pressure level at the end such as ‘heartbeat forward’ and ‘long staircase up’ received a slighly higher comfort and pleasantness rating compared to others, where the latter was rated the least exciting at lower speed. Overall ratings remained close to the median across tests with variable speed or pressure levels.
General user feedback on the prototype and haptic experience was positive, with participants noting the novelty and the sensation’s occasional resemblance to intimate human touch. Feedback from the interview also notes how context and social relationship status closely relates to the acceptability of receiving such feedback. The ergonomics of the prototype were considered satisfactory, allowing for adjustment to fit any body size and position the feedback on the back of the participant’s shoulder.
In conclusion, AffectiveAir demonstrated the potential for affective touch through a pneumatic shoulder wearable. It offers a library of identifiable and characterized pneumatic patterns and the ability to extend the possible actuations with adjustable parameters. The project’s outcomes suggest promising potential for further research using affective pneumatic haptics, applicable not only in mediated communication but also in other possible areas such as gaming and navigation.
Blending organic and virtual worlds
Unpacking mutualistic care with DNA data storage in microalgae
Emerging bio-technologies bring new opportunities for mutualistic care. Recent research has, for instance, demonstrated the ability to engineer bioluminescent plants with inbuilt switches, and electrosynbiotics have demonstrated that trees can generate electricity. Other projects are experimenting with the feasibility of storing data in living plants.
Using speculative design as a tool, this thesis starts unpacking how storing data in microalgae might facilitate mutualistic care, and how this might implicate care. The final speculative research artefact, “Algae Cloud,” imagines a personal cloud-storing system as a series of algae cultures; a relation of mutualistic care where data storage is traded for sunlight, nutrients, and regular attention.
Algae Cloud is a contribution of this project as a speculative design provocation that intends to inspire designers to think of novel ways to design for mutualistic care. It was presented and discussed in a focus group format with researchers from bio-design, more-than-human design, and data-centric design. The results from the discussions suggests that storing data in algae might bring new opportunities for mutualistic care that blend what it means to care for algae and data. The discussions also highlighted implications of care, like who should care, and what do people actually care for when they care for algae with data inside.
Bridging results from the discussions with previous work in HCI, the thesis presents opportunities for designers to further explore what could emerge in the intersection of virtual and biological worlds. ...
Emerging bio-technologies bring new opportunities for mutualistic care. Recent research has, for instance, demonstrated the ability to engineer bioluminescent plants with inbuilt switches, and electrosynbiotics have demonstrated that trees can generate electricity. Other projects are experimenting with the feasibility of storing data in living plants.
Using speculative design as a tool, this thesis starts unpacking how storing data in microalgae might facilitate mutualistic care, and how this might implicate care. The final speculative research artefact, “Algae Cloud,” imagines a personal cloud-storing system as a series of algae cultures; a relation of mutualistic care where data storage is traded for sunlight, nutrients, and regular attention.
Algae Cloud is a contribution of this project as a speculative design provocation that intends to inspire designers to think of novel ways to design for mutualistic care. It was presented and discussed in a focus group format with researchers from bio-design, more-than-human design, and data-centric design. The results from the discussions suggests that storing data in algae might bring new opportunities for mutualistic care that blend what it means to care for algae and data. The discussions also highlighted implications of care, like who should care, and what do people actually care for when they care for algae with data inside.
Bridging results from the discussions with previous work in HCI, the thesis presents opportunities for designers to further explore what could emerge in the intersection of virtual and biological worlds.
Westfriese Bibliotheken is one of these libraries which has 10 decentralized community libraries in 6 places in the north of the Netherlands. Westfriese Bibliotheken is facing a challenge to reach a bigger group of the generation of youngsters who think a public library is a dull place to go. To narrow down the scope, the book discovery experience for young adults between 18-25 years old was focused. Augmented reality as the technology this project worked with has been proved to benefit the library context.
Hence, the objective of this thesis is to explore a new book discovery experience for young adults in the public library in Stede Broec.
From the theoretical study (chapter 2) about the book discovery behavior, the behavior pattern was investigated and worked as the design requirements. User research (chapter 3) was conducted to understand the current book discovery experience in the context through contextmapping. It discovered users' concerns and expectations about the book discovery experience. Moreover, the opportunity of this project: designing a new book discovery experience to facilitate serendipity was concluded based on user research findings. Under the framework of the serendipity theory (chapter 4), design opportunities for facilitating serendipity in the current library were gathered. The study on augmented reality (chapter 5) helped to define design qualities and technologies that this project can make use of.
With the research insights, a design goal with three design qualities (fascinating, playful, and inviting) and relevant design requirements were formulated (chapter 6). They contributed as a guideline to the design solution.
Ideas were gathered through a creative session and based on these ideas three initial concepts were generated. Concepts were evaluated and iterated with users, clients, and fellow students. The final design outcome is a phone-based AR application with two main parts: exploring and browsing parts. It offers both basic and additional information about books to stimulate users to experience serendipity in the public library.
Finally, an evaluation test was conducted to validate if the final design can fulfill the design goal. The final design achieves a good usability and desirability performance evaluated by 6 participants in the library. The evaluation test demonstrated that the additional information about books and interaction between the physical and digital world can let users feel fascinated, invited, and playful during the book discovery experience. ...
Westfriese Bibliotheken is one of these libraries which has 10 decentralized community libraries in 6 places in the north of the Netherlands. Westfriese Bibliotheken is facing a challenge to reach a bigger group of the generation of youngsters who think a public library is a dull place to go. To narrow down the scope, the book discovery experience for young adults between 18-25 years old was focused. Augmented reality as the technology this project worked with has been proved to benefit the library context.
Hence, the objective of this thesis is to explore a new book discovery experience for young adults in the public library in Stede Broec.
From the theoretical study (chapter 2) about the book discovery behavior, the behavior pattern was investigated and worked as the design requirements. User research (chapter 3) was conducted to understand the current book discovery experience in the context through contextmapping. It discovered users' concerns and expectations about the book discovery experience. Moreover, the opportunity of this project: designing a new book discovery experience to facilitate serendipity was concluded based on user research findings. Under the framework of the serendipity theory (chapter 4), design opportunities for facilitating serendipity in the current library were gathered. The study on augmented reality (chapter 5) helped to define design qualities and technologies that this project can make use of.
With the research insights, a design goal with three design qualities (fascinating, playful, and inviting) and relevant design requirements were formulated (chapter 6). They contributed as a guideline to the design solution.
Ideas were gathered through a creative session and based on these ideas three initial concepts were generated. Concepts were evaluated and iterated with users, clients, and fellow students. The final design outcome is a phone-based AR application with two main parts: exploring and browsing parts. It offers both basic and additional information about books to stimulate users to experience serendipity in the public library.
Finally, an evaluation test was conducted to validate if the final design can fulfill the design goal. The final design achieves a good usability and desirability performance evaluated by 6 participants in the library. The evaluation test demonstrated that the additional information about books and interaction between the physical and digital world can let users feel fascinated, invited, and playful during the book discovery experience.
Proximity Vest
A design tool for the exploration of proxemic zones