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H. Verma

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10 records found

Integrating subjective and physiological data to enable personalised understanding and prediction of epileptic events

Master thesis (2026) - D.C.R. Lagemaat, H. Verma, K.W. Song
Epilepsy is characterised by unpredictable seizures that significantly impact the quality of life. Although today’s wearable technology is able to continuously monitor physiological data such as heart rate, respiratory rate, motion, and sleep, these data alone often lack the contextual information required to understand triggers related to an individual’s epilepsy. There is an opportunity to record subjective experiences and accurately align these events with their corresponding physiological data to analyse epileptic triggers and generate preventive warnings related to an individual’s historical physiological conditions.

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. ...

A Speculative Design Approach

Master thesis (2025) - I.C. Maljers, N. Cila, H. Verma, Dmitry Muravyov, Eva Ruijter
This thesis investigates how optimisation logics embedded in Urban Digital Twins (UDTs) shape the tension between efficiency and inclusivity within the contemporary and future cities. To do this I question: What happens when optimisation becomes the driving logic behind urban inclusion? Who is at risk of not being represented within an urban algorithm? And how can speculative design help bring to light and open these tensions to surface critical discussion?
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.
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Dreaming of smart home futures through design fiction

Master thesis (2024) - K.N. de Jonge, N. Cila, H. Verma
For some, smart home living is a sign of the future, and provides an opportunity to solve major societal problems. For others, it is just a vague buzzword. This thesis project sought to explore the potential implications of living with smart and connected technologies in our most private spaces and to engage non-experts in a conversation about it.

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.
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A Case Study on Automatic Passenger Boarding Bridge in Amsterdam-based Airport Autonomous Airside Operation

Master thesis (2023) - J. Joo, H. Verma, E.Y. Kim, G. Gomez Beldarrain
As automation technology continues to transform various industries, achieving both high operational reliability and high efficiency emerges as a critical challenge in task delegation between humans and Automated Systems (ASs). This project, conducted in collaboration with the Royal Schiphol Group (RSG), investigates the intricate dynamics of Human-Automation Collaboration (HAC) in the context of Passenger Boarding Bridge (PBB) operations at the Amsterdam Airport Schiphol. The design goal is for organizations to strike a balance between the decision-making authority retained by humans, and that can be transferred to ASs.
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).
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Unveiling Power Dynamics to Foster Participatory Decision-Making in Organization

Master thesis (2023) - H.R. Kang, R.S.K. Chandrasegaran, H. Verma
Academically, the application of participatory practices that involve the people who will use the products or services has become widely recognized and essential. However, many organizations struggle with implementing this concept within their organizational context, particularly when it comes to participatory decision-making. It is common for decisions to be made by a few individuals with authority, significantly impacting others who feel limited in their ability to influence the outcome. Consequently, there is a pressing need to develop innovative solutions to address these challenges.
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. ...

Exploring pneumatic affective haptics on the shoulder

Master thesis (2023) - C.E. van Leeuwen, K.M.B. Jansen, H. Verma, Abdallah El Ali
The focus of this project was the research and development of an affective social touch wearable. AffectiveAir uses pneumatic actuation on the shoulder to convey a library of haptic sensations. The goal was to overcome physical limitations in potential digital communication contexts, by a non-verbal, tactile, and possibly intimate social touch using pneumatic actuation. This would offer a way for individuals to connect, much like in face-to-face interactions

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. ...

Unpacking mutualistic care with DNA data storage in microalgae

Master thesis (2023) - N.L. Rustad, H. Verma, J. Zhou, E. Karana
In complex and distributed human-made-systems, the intimate co-dependency between humans and non-humans can feel distant and vague. A novel approach for fostering a sense mutual care between people and living organisms can be found within biodesign, where living artefacts provide human users with functional benefits, like lighting, air purifying and unique material qualities in exchange for care.

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. ...
Master thesis (2021) - J. Li, A. Bozzon, P.J. Stappers, H. Verma, Van der Linden Sebastian, Wierenga Ruud
Nowadays, a public library is no longer a place just for the collection of books. It has offered multiple functions to take the responsibility of being a public cultural institution for all citizens. However, in the Netherlands, libraries are losing their members, especially young adults. With the development of technology, a public library is no longer the only choice for books. Libraries are encountering a challenge to attract young people back. They need to strive for providing new kinds of public services to attract this potential new audience.

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. ...

A design tool for the exploration of proxemic zones

Master thesis (2021) - T.E.K. Gerard, H. Verma, A.J.C. van der Helm
Everybody has a personal space. A zone that you naturally preserve free around you, so you feel at your most comfortable. That personal space varies quite a lot from person to person. It is also a fluid zone because it is very much dependent on the type of interaction you are having at that moment. 
This thesis was the development of a design tool for the exploration of proxemic zones. It focussed on using modern sensors and technology to be able to measure exact distances towards people. By user testing the different iterations in the development, it became more apparent how people set distances. 
The final design is called the Proximity vest. The tool is a vest that is easily deployable and can be used all day without interrupting the user or the people around them. It uses a stereoscopic camera in the front that has the same field of view as a person. It accurately detects people and measures the distance they are apart from you. The video is locally processed to distance data-points and sent to the cloud for easy data analysis. ...
Master thesis (2021) - Y. Chu, A. Bozzon, H. Verma
Visually impaired people should enjoy the same rights to acquire information as people with normal sight. Since visual contents become more and more pervasive in our daily life, image description becomes increasingly important to help visually impaired people to get equal access to the information contained in visual contents. However, how to produce image descriptions in a scalable and reliable way is still an unsolved problem. Therefore, researches on the requirements of image description from the perspective of visually impaired people are essential to approaching this problem. Based on a review of existing study results on this topic, this thesis investigates the possibilities of utilizing interactive image description as an approach to collect visually impaired people’s requirements on image description and the benefits of integrating interactive image description to the current image description production system. The existing one-shot statistical description requires descriptors to evaluate the importance of the image, make choices on what should be described, and organize the content so that necessary information can be effectively conveyed. Through literature review, it is found that the requirements of image description are highly context-dependent and influenced by plentiful factors. Therefore, existing guidelines are usually vague and require the describer to rely on experience and intuition while making a lot of subjective judgments, which increases the threshold for generating high-quality image descriptions. On the other hand, through field research and literature research it is found that VIPs hope to have more control over the presentation of image description (both its presence and content). Early explorations of interactive image description showed the possibility of this affordance. Since users are allowed to decide the description content actively, it is argued that the user's preference for image description can be collected through interactive image description. A design goal is proposed accordingly. A prototype is developed to verify this proposal. Through a comparative experiment, the systems’ function to collect user preferences and gradually improve the content of image description is confirmed. In addition, the qualitative research results also reveal the mental activities when users interacting with image description and the impact of interactive image description in this procedure, which is summarized as an image perception model. It is also argued that structured description and progressive description provide new perspectives to reduce the workload of describing images. A final design was developed as the demonstrator for the research findings and proposals. ...