VV

V.T. Visch

18 records found

Crafting a healthy lifestyle

Designing a tool for cardiac patients

This study centers around the development of a crafting tool within the CardioVitaal cardiac rehabilitation (CR) program, aimed at transforming physical activities into personally fulfilling experiences for patients post-rehabilitation. The design vision emphasizes leveraging hea ...

Ethics in Workplace Health Promotion Financial Incentive Programs

Design A Guideline to Help Employers Select, Evaluate, and Implement Ethically Sound Workplace Health Promotion Programs

The thesis conu the ethical considerations in workplace health promotion programs(WHPPs)and financial incentives (FIs). While financial incentives are commonly used to encourage healthier behaviors among employees, their implementation often raises ethical concerns such as autono ...

Design for eHealth Equity

The development and application of design knowledge for the participatory design of eHealth interventions for people with a low socioeconomic position

The impact of socioeconomic position (SEP) on health in our society is evident. Chronic illnesses disproportionately affect individuals with low SEP, exacerbating the healthcare burden for both themselves and society at large. While a healthy lifestyle is crucial for disease prev ...

Power to the Patient

A Co-Created Design Towards Emotionally-Safe Pediatric Hospitalization

This graduation project aims to contribute to an emotionally-safe, i.e. comfortable and trauma-free, hospitalization experience for children. Hospitalization can be emotionally threatening and traumatizing for children. Children have to undergo multiple medical examinations, in a ...
With the prevalence of stroke being notable in the Netherlands, there's a growing interest in understanding the psychosocial elements that guide the rehabilitation process. This study aims to develop an intervention tool to inspire greater motivation in stroke survivors to active ...
Featback is an online self-help program for people with eating problems. Someone has an eating disorder (ED) when their whole life revolves around food and body image (Saha et al., 2022). Featback is developed by GGZ Rivierduinen Eetstoornissen Ursula. It has proven to be effecti ...
Space Mission Sanitas is a game-based health intervention to help cardiac patients maintain their physical activity level after cardiac rehabilitation. Often people find it hard to maintain their physical activity level after cardiac rehabilitation. They face different barriers t ...
This master thesis report is the result of a six-month-long graduation project for the Design for Interaction master at TU Delft. The report describes the development of the design guidelines to attune the TAS program to the Netherlands.
The main goals that guided the project ...
Skin cancer is the most common form of cancer in the Netherlands, often caused by having too much exposure to UV radiation from the sun. An effect of this is that the part of the body that is exposed the most to the sun is also the body part where skin cancer is seen more often; ...
Currently, mental healthcare recognizes the benefits of optimal communication between patient and doctor in the treatment process. However, the protocols and therapeutic doctor-patient interactions are not yet designed to fully realize their potential, as patients who have differ ...
In 2020 the law ‘informed consent’ is renewed, with the aim to strengthen the patient’s position in the field of shared health decision making. Research showed that patients only recall 20% of the information provided by their medical specialist.Therefore other information materi ...

Sailors in Motion

A persuasive game to stimulate physical exercise among employees with low socioeconomic status

The aim of this graduation project is to increase physical exercise of employees with low socio economic status (SES) by engaging them in a health intervention. Individuals with low SES often negatively influence their health by having an unhealthy lifestyle. This lifestyle cause ...
This dissertation focused on the added value of personalized gamification as a factor to enhance implementation potential of eHealth interventions in youth mental healthcare. Mental health disorders are the leading cause of disability in adolescents. It is important for these ado ...
Cultural differences in the business world are often met with surprise and irritation. The aim of this graduation project was to create a persuasive game design that teaches managers in an international context how to work with cultural differences. For this, the game makes use o ...

Ademgenoot

Een zelfmanagement app voor mensen met astma

Asthma is a chronic disease and is characterized by inflammations of the airways. Since there is no cure available yet, asthma treatment is aimed at asthma control, to minimize patients’ symptom experiences and to prevent patients of having exacerbations (lung attacks). A key dri ...

Big Fat Nonsense

A discussion tool to reduce weight-related stigmas in the direct social environment

Weight stigma is defined as the negative attitudes and beliefs that are manifested by stereotypes, rejection and prejudice towards individuals because they are overweight. Weight stigmas have a negative impact on the mental health of people with excess weight. They internalize th ...

Taming Esortra

Design of a persuasive game that motivates osteoarthritis patients to exercise - by means of designed narrative game-elements using big data

Taming Esortra is a persuasive game for people diagnosed with osteoarthritis. The two most important symptoms of osteoarthritis are pain and joint stiffness; making it hard and painful for patients to exercise. However, exercise is important and can actually stop the osteoarthri ...
Certain professionals are inherently at risk of experiencing traumatic events, and developing the anxiety disorder Post-Traumatic Stress Disorder (PTSD) as a result. The cost of PTSD is huge, both in terms of human pain and economics. Effective treatments such as exposure therapy ...