JUNE 2013
Dear reader, This small booklet is a collection of the Changing Behavior projects done at the Faculty of Industrial Design of the TU/e in June 2013. We hope you enjoy it. CB students
Final master Time to Listen How do citizens, professionals and governments need to organize if we no longer offer standard solutions in the social domain? And how can we support self-management of citizens? In the process of finding an answer to these questions a collaboration of peer workers, advisors and social workers was formed. Now, ten months later, the collaboration originated from my Final Master project has led to the establishment of the foundation “De Breuklijn”. The foundation wants to answer the described question with an innovative approach, started from bottom-up. A first service, the online platform “ik zit ergens mee”, is developed during my FMP to support the organization around self-management of citizens. On this platform people can find support in their process of getting well.
Project focus Facilitating Visualizing and Materializing Qualitative Research Teamwork and Communication
M2.2
Patrick Leijte
Contact & links
eijte@live.nl www.patrickleijte.com www.stichtingdebreuklijn.nl
Final master Well-being in Urban Areas Stratumseind should be an area with a diverse offer in bars. Each bar should have a unique identity. The Stratumseind Toolkit is meant to help bar owners in distinguishing their bar at Stratumseind. In six steps a bar owner is supported towards a unique identity and roadmap, these serve as guidance for the development of his bar and encourages active adaptation to the public. If more bars distinguish their identity at Stratumseind you get: a) a broad breeding ground for the youth; the youth has more room to develop its identity and b) a broader and hopefully a friendlier audience.
Project focus Stakeholder analysis Stratumseind Reframing Organizing co-reflection sessions Pilot testing in a bar Providing insight through graphical overviews
M2.2
Julie Hornix
Contact & links
juliehornix@gmail.com juliehornix.com/work/doc_stratumseind.htm facebook.com/docstratumseind
Final master Interactive lighting for flexible office environments Flexible office environments help us to fully benefit form The New World of Work and digitalization. However, since you share your space with many others, workspaces cant be customized to our (lighting) needs. The designed pendant lamp provides working professionals with tools to create their own atmosphere with light. Autonomous behavior intelligently provides the user with functional light while it can be customized to their own preferred settings. It provides a comfortable familiar working atmosphere, wherever you are.
Project focus Solidwork Engineering Aesthetics Production methods Kinetic design Lighting design Concept design
M2.2
Erik Swaagstra
Contact & links swaagstra@gmail.com www.swaagstra.com
Final master Zen pebble-- intelligent aroma diffuser Combining stress detecting and stress relieving, Zen pebble gives the most enjoyable stress reducing experience at the best moment. To help people form a healthy working-relaxation rhythm within offices, Zen pebble diffuses different kinds of essential oil fragrances according to a person’s emotional state to trigger him getting relaxed. The stress detecting software could monitor the user’s facial expression through webcam camera on the computer, to analyze the user’s emotional state and find his stressed moment. Immersed in subtle and enjoyable fragrance, the user would be distracted from the stressor, and enjoy a relaxing moment. What’s more, essential oils can ease unpleasant emotions, leading to a happy mood.
Project focus stress reducing, aromatherapy, facial expression recognizing, Shape and material exploration
M2.2
Sherry Hui Wang
Contact & links ningning64@gmail.com www.sherrywh.com
Final master Rhythm Pad - Teaming up the heart, the nerves and the brain to fight stress and feel well at work Heart coherence is the state of the body that emerges when resonance is reached between the breathing rhythm and the heart rhythm. Heart coherence is characterized with clear thinking, sense of alertness and a harmony within the rhythm of the entire body. By supporting a resonant breathing and movement rhythm, the Rhythm Pad helps people to reach heart coherence and train their body to fi 足 ght stress. Included biofeedback gives the users a chance to see how they are doing and how their progress looks like over time.
Project focus Design for the User Experience User research User testing Stress at work
M2.2
Sergej Lojko
Contact & links sergej.lojko@gmail.com www.lojko.nl
Final master Support bike The project focuses on the question on how to get people to be more physically active through cycling. The emphasis is on exploiting the benefits of motor-assisted cycling for a young adult age group. An exploration through real-life evaluation of an adaptive bicycle should give clues about the user experiences that can be meaningful. The intention is to increase the bike’s awareness of the physical state and the motives of its rider concerning the exercise.
M2.1
Bart Wolfs
Contact & links
Final master Haptic toolkit TheHaptic Toolkit is a modular kit that can assist in the design for Haptics. The kit consist of different actuators and sensors, which can be mounted on each other or on surfaces to explore with Haptics. It firstly focused on understanding Haptics; What is Haptics, how does it feel? With the Haptic Toolkit this can be experienced. Next to that it makes it possible to sketch out the interaction. Currently there aren’t tools yet to design for interaction and certainly not for Haptics; while for example there are several tools to sketch shapes. Through several connecting possibilities the actuators and sensors provoke several options to explore with Haptic Interactions.
Project focus Aesthetics of Interaction Haptics Interaction Design
M2.1
Attalan Mailvaganam
Contact & links
a.mailvaganam@student.tue.nl
Social Co-Creation Platforms Comparing brainstorm- with creative methods for engagement in multi-stakeholder workshops In this Action Research project, PhilĂŠmonne compared the effectiveness of brainstorm methods with creative methods for the mission of client Woonbedrijf. Their mission is to put residents in charge of the neighbourhood development. This is a complex challenge that requires engagement from multiple stakeholders. In this research process, we explored design for engagement through developing Engagement Probes at Swedish ICT Interactive in Umea. In Eindhoven the findings were translated into a suggestion for a method of stakeholder involvement for Woonbedrijf. The result is a proposal for a follow-up trajectory that emphasis the use of creative workshops to engage the stakeholders in the mission of Woonbedrijf.
Project focus Design for Engagement Creative workshop facilitation Action Research Research through Design Multi-stakeholder involvement
M1.2
PhilĂŠmonne Jaasma Client: Woonbedrijf, Swedish ICT Interactive
Contact & links
philemonnejaasma@gmail.com www.philemonne.com
Social Co-Creation Platforms Creating a methodology To make citizens of neighbourhoods more independed, I have created a methodology for setting up social co-creation platforms from a bottom-up approach. The first phase of the methodology is tested in an experiential design landscape in the neighbourhood Eckhart. This setting exited out of three factors: a coffee corner experience for imagination and social interaction, an exposition for inspiration and a workshop for ideation.
Project focus Experiential Design Landscapes Co-Creation Co-Reflection Reflective Transformative Design Process
M1.2
Rick de Visser
Contact & links r.r.d.visser@gmail.com www.rickdevisser.com
Social Co-Creation Platforms Dromen van de Straat For this project I have envisioned a methodology for a social co-creation platform, by analyzing and abstracting existing platforms. I have looked in which phases of this process I could contribute as a designer. I have developed a tool which gives insights in four fundamental steps of this process. A vision, approach and possible next actions for each step are made tangible by providing these information within this tool.
Project focus Creating an understanding of how a co-creation platform arises and how a designer can contribute in this process
B3.2
Janneke van der Poel
Contact & links
j.e.c.v.d.poel@student.tue.nl
Cooki riot Smelling memories It has been argued that supporting children in making healthier food choices is more likely to be an effective approach than solving obesity by means of treatment. The goal of the research is to find out how children associate smell with the world around them and their memory. Smell-evoked autobiographical memories are older and more emotional than memories associated with verbal cues. With this in mind the research results should contribute to a healthier eating behaviour of children through game design.
Project focus User testing children (age 7 - 9 years) Research smell influence on behavior Synesthesia Game design
M1.2
Mitchell Jacobs
Contact & links mxjjacobs@gmail.com www.mxjjacobs.nl www.houtendewolf.nl
Cookie Riot Discovery Shopping Discovery Shopping is an app of the Kokkerelletje system, which provides kids the possibility to change their point of view about food, especially fruit and vegetables, showing unexpected, beautiful and funny sides of them. The app works with the augmented reality technology combined with a system of collectible cards, that you gain at the supermarket when you but fruit and vegetables. The cards are very personal for the kid and usable also in different situations (silhouette for drawing or prepare biscuits).
Project focus App Design Development Augmented Reality
B2.2
Lorenzo Frangi
Contact & links frangi.lorenzo@gmail.com lorenzofrangi.it
Cookie Riot Trommeltje Trommeltje is a lunchbox that helps children boost their awareness and knowledge about fresh and healthy food. It encourages children (and their parents) to bring more raw ingredients like a bell pepper, cucumber or grapes. On Trommeltje’s lid the child can indicate what kind of ingredients he has put inside the box. These ingredients are matched within the Tengeltje application developed by Anna Lena van Iersel. At school, children who have ingredients that go well together can build nice little food animals. A booklet version of the app for children without a smartphone or tablet is available as well. Trommeltje is part of the kokkerelletje project.
Project focus Wood working skills Electronics Programming Database design
B2.2
Pim Knops
Contact & links hello@pimknops.com www.pimknops.com
Cookie riot Tengeltje Were you, as a kid, ever told not to play with your food? There are really many moments in which this should be encouraged in children! Cooking and experimenting with ingredients stimulates curiosity, creativity and overall awareness on food, as found in the user tests done in the past semester. Tengeltje is a clever tablet application that supports this learning in children, while it encourages parents and classmates to share foods and ingredients, trying out new tastes and textures. After preparing a recipe shaped after a familliar animal, the children can play a game with this animal in the leading role! Playing more games unlocks new recipes, resulting in new challenges, and above all, fresh food! Together with other kids and cooking related apps and products, Tengeltje supports the Kokkerelletje system, as designed by Rob Dijkstra. Tengeltje was developed in coรถperation with Pim Knops, who designed Trommeltje, a lunch box that provides the data for the intuitive food recommendation system Tengeltje holds
Project focus User testing with 8-12 year old children Web app programming (HTML, CSS, JQuery, PHP) Business Model generating
B2.2
Anna Lena van Iersel
Contact & links
itsmeannalena@gmail.com www.annalena.nl
Cookie Riot Kokkerelletje Doos Kokkerelletje Doos is a project aiming to bring children closer to healthy eating, with hands-on experiences. It involves a box that contains basic cooking ingredients. In my concept, every school class would have its own Kokkerelletje Doos and each weekend one student would borrow the box. The student’s goal for the weekend would be to realize a simple recipe by the guidance of a smart device (tablet, smartphone) or a written recipe. Gradually, this pragmatic experience will stimulate their awareness about food and familiarize them with its preparation procedure. Children will feel proud of themselves for their achievement and, hopefully, taste the food they created.
Project focus user testing with 8-10 year old children
B2.2
Angeliki Sioliou
Contact & links a.sioliou@student.tue.nl
Designing out Crime Social Safety around Eindhoven Station Eindhoven is an ambitious city that expects to grow over the upcoming years. NS has therefore started the process of improving the capacity and safety of the station. A train station can be seen as portal to the city. Therefore, this project focuses on the social safety around Eindhoven station. The result is a set of conclusions that can be used to design the squares around the station, so that the direct environment can evolve simultaneously with the new station. This way the squares can provide a safe and comfortable environment, both during and after constructions of the station.
Project focus Anxiety, Social Safety Quantitative Research Qualitative Research
M1.2
Sander van Berlo
Contact & links
s.v.berlo@student.tue.nl www.cob.nl/nieuws/ veel-glas-en-licht-in-nieuwe-voetgangerspassage-station-eindhoven.html
Designing Out Crime Stapp Stratumseind, the main nightlife area of Eindhoven, has seen a decline of visitors over the past decade. Many bar owners find it difficult to keep their heads above water. The municipality of Eindhoven sees Stratumseind as an important breeding place where youngsters are familiarized and bound to Eindhoven. Multiple parties would benefit from a more popular Stratum. Stapp is an app that supports nightlife for youngsters and offers frequent visitors rewards for their loyalty to Stratumseind. Bar owners, users and the municipality of Eindhoven all benefit from a large amount of Stapp users in multiple ways.
Project focus Co-reflections with different user groups Programming
B3.2
Joos Huys
Contact & links
j.m.c.huys@student.tue.nl
Designing out crime Stratumseind 2.0 Using the Designing out crime methodology to improve the overall quality and safety at Stratumseind. Using this methodology helps to find new and different directions in the process. After exploration and research a toolkit was developed, validated and tested together with the various stakeholders which can be used during meetings. The toolkit is a playful way to connect different stakeholders, create empathy and co-create a new vision on Stratumseind.
Project focus Designing out crime methodology Playful interaction Stakeholder analysis Communication
B3.2
Frits van Beek
Contact & links g.j.v.beek@student.tue.nl www.fritsvanbeek.com
Designing Out Crime Welkom In Eindhoven Welkom In Eindhoven is a new concept that tries to create a better connection between the travel in the train to the destination. It Welcomes arriving travelers on the platform to inspire them and get invited to discover the city of Eindhoven. It is an initiative of NS to create a more welcome feeling already on the platform of the station. The way new visitors of the station are more relaxed and less disoriented at arrival.
Project focus Conducting Workshop with 7 students 2 coaches Contextual Interviews with users Client meetings Persona creation Service design tools
B3.2
Luc Hermans
Contact & links
l.p.p.hermans@student.tue.nl
Designing out crime NS Station Eindhoven In the coming years, the Eindhoven train station will be rebuilt to create a social, inviting and safe place to be. This project was aimed to find other ways to make the station a safe place to be during and after the rebuilt. To accomplish this the Designing out crime methodology was used. Understanding the problem, through research, exploring and validating resulted in a tool to allocate the different shops located at the station over the different retail premises.
Project focus Designing out crime methodology Analysing Business processes Social experience Modelling
B3.2
Marloes Brinkema
Contact & links
marloes.brinkema@gmail.com www.marloesbrinkema.com
Design out crime Organize, Be, Socialize The Stadsfeestzaal in Antwerp has been an icon for several years. Somehow, over the years it started to lack personality and lose its interest with the Antwerp citizens. My concept, created through the DOC methodology, is about making the Stadsfeestzaal a place for the Antwerp citizen again. That means implementing elements in the Stadsfeestzaal that fit the Antwerp mentality and culture. It allows Antwerpenaren to organize, be and socialize in the Stadsfeestzaal.
B2.2
Joep le Blanc
Contact & links joep.leblanc@gmail.com
Designing out crime Shopping in a gallery The concept for the Stadsfeestzaal (a big shopping mall) is based on shopping in a gallery. In the middle of the hall there is a place for an exhibition. Every so often something is place there like a statue for example and also in the shops. Preferably these items also have a physical link for the statues it could be a dress that the statue in the hall is wearing and pieces of that dress spread across the hall to the other statues. The purpose with this is to bring you back from the impressive cultural, architectonical feeling to shopping again.
Project focus Analysis User focus Area analysis Human behavior
B2.1
Marijn van der Steen
Contact & links
http://www.multi.eu/index.php?option=com_project&view=project&project_id=17 http://stadsfeestzaal.com/
Designing out crime Stadsfeestzaal Galerie The concept “Stadsfeestzaal Galerie” is the result of a research project within Designing out crime in which students had to develop as concept for the Shopping Stadsfeestzaal, located in a monumental hall which attracts much public but little shoppers, by doing research and applying it without working straight from problem to solution. The “Stadsfeestzaal galerie” concept envisions the hall of the Stadsfeestzaal as a hybrid between shopping centre and hall for cultural events. The thought behind it is to give the STadsfeestzaal its cultural value back to make it more beloved by the public.
B2.1
Joep Slagter
Contact & links
Designing Out Crime Giardino The center of Blixembosch is very inhospitable and boring which attracts only few people. In our design we wanted to approach the youth in a positive way, since the past showed that sending them away does not work. Instead of sending the youth away, we decided to attract other people to the square in order to improve the ambience on the square and at the same time create more social control over the youngsters. Part of our concept is to attract children and their parents with an interactive laser projection. We have also designed benches that support social interaction and make the square look more dynamic and alive.
Project focus user testing with youth and elderly
B1.2 team
Jochem Franse Cas Ketel Taco Sieben Willem Zwagers
Contact & links
j.franse@student.tue.nl c.ketel@student.tue.nl t.sieben@student.tue.nl w.zwagers@student.tue.nl
Designing Out Crime Designing Out Crime The goal of the project was to find a way to make the central station in Eindhoven safer and to pass our information over to VanBerlo for further development. We focused on the tunnel in the station by designing something for big events, such as Queensday. Most people visiting Queensday will travel in a group. We want to address these groups, instead of addressing the travelers as individuals, or the crowd as one group. We designed two possible concepts on which to develop further, one concerning light, the other concerning sound.
Project focus Addressing crowds (crowd control) Safety during events Attracting people or crowds
B1.2 team Jeroen Cox Celeste Dorigo Nik Verbogt
Contact & links
j.g.a.m.cox@student.tue.nl c.c.dorigo@student.tue.nl n.r.m.verbogt@student.tue.nl
I AM NAO AUTISM
Products that empower social interaction
Human-robot interaction This research question of this project was: How to improve human-robot interaction with autistic children. Children with autism appreciate the predictability and the easy facial expressions of the robot. For this reason the robot can be used to learn the children social skills. Videos of previous research were analysed in order to set direction for future experiments. It shows that children know that the robot is controlled by the laptop, which is controlled by the therapist. As second outcome can be described that children do have more attention for the robot when it is standing. Finally, it is interesting that these children, who normally do not like to be touched or to have eye contact, several times try to touch the robot and have eye contact with him.
Project focus Research
M1.2
Marije Willemsen
Contact & links
m.h.j.willemsen@student.tue.nl
Products that empower social interaction
AutSide People with autism are often obsessed with a certain subject, but few other people share this to the same extent, making communication unpleasant for both sides. An application for mobile phones attempts to solve this by matching people with autism, based on their interest(s). It lowers their threshold for talking to peers, the app becoming their gateway to finding friends who share the same interest(s).
Project focus Research on the social aspect of autism App design
B3.2
S. Reijnders
Contact & links
s.p.h.reijnders@student.tue.nl
Products that empower social interaction
Moments We live in a society in which we carry our mobile phone everywhere we go. It’s not just always in our pocket, but it is even on our mind with everything we do. Checking messages, emails, the time or just letting our already overtime working brains wander on Facebook, Flipboard or the internet. ‘Moments’ is a rewarding lampshade in the context of a restaurant. Just leave your phone in the device during the dinner, and enjoy the moment & only the moment. By letting go of your phone, the lampshade will enhance your experience.
Project focus Analyzing & defining problems User experience as input to design Paper folding techniques / origami Sketching
B2.2
Rachel Upeka Rietdijk
Contact & links
r.u.rietdijk@student.tue.nl www.upeka.nl
Products that empower social interaction
Gentle This project was about exploring and experimenting with social behavior with a focus on physical and/or emotional aspects. A survey showed that people appreciate to be approached in a gentle way. Gentle reverses this. It triggers a person to behave gently, like they would like to be approached themselves. This way Gentle feels comfortable to respond and shows his complex inner side. Gentle is not a product as such, but it is about experiencing what you can approach by gentle behavior; gain thrust and get emotionally closer to another person.
Project focus Social awareness Explorations
B2.2
Wendy Dassen
Contact & links
w.m.dassen@student.tue.nl
Products that empower social interaction
Phora Phora is a device that has to improve communication between couples living together. The device allows a user to convert an emotion into a visual and/or haptic message, which is later retrieved by his partner. Because of the distance this creates, the partner has time to decide upon their reaction, avoiding fights and miscommunications. Additionally, by asking the user to transfer his feelings to the device, he gradually learns to self-reflect.
Project focus Practical adolescent psychology Observation Object behavior
B2.1
Monique de Vos
Contact & links m.d.vos@student.tue.nl
Products that empower social interaction
Nuanco We designed a new type of coffee machine, called the Nuanco. The user group we focus on is coffee enthusiasts and wealthy companies. It gives a new experience in making your cup of coffee. In state of pushing on buttons which you have to read the coffee depends on how hard someone squeezes and how fast he or she pulls the handle down. This facilitates making coffee and ensures a better product interaction. The machine than translates this into a mixture of 2 kinds of coffee beans and the size/strength of your coffee. Everybody gets a unique cup of coffee and can influence the coffee by him- or herself.
Project focus Product interaction Coffee User behavior Electronics Design
B1.2 team
Contact
links
Mike van Hamersveld Piet Overgoor RoĂŤl Tibosch
m.v.hamersveld@student.tue.nl p.a.overgoor@student.tue.nl r.w.h.a.tibosch@student.tue.nl
mikevanhamersveld.com pietovergoor.nl roeltibosch.nl
balancing stress Freelaxation Stress is a big topic that is hard to tackle. However not all stress is bad, people even tend to work better when they have a limited amount of stress. Freelaxation, an Android application, measures the Heart Rate Variability to see how stressed the user is. If the user is too stressed he can follow the measurement up with a breathing exercise to instantly become more relaxed.
Project focus research through interviews Software development User interface design
B2.2
Paul Staal
Contact & links
p.c.m.staal@student.tue.nl www.paulstaal.com
balancing stress Productivity Booster Productivity Booster is a software package which helps people to increase their productivity. It reminds people to start with having a break on the appropriate moment. It also encourages people to reflect on their work before leaving it. Productivity Booster is based on GRIP research and on new interviews. User input was very important throughout the process. The input of the users is integrated in a working prototype which tests the core functionality of the concept.
Project focus Increasing productivity Time management Avoiding stress Research through interviews Software development User testing software concepts
B2.2
Therry van Neerven
Contact & links
t.h.j.v.neerven@student.tue.nl www.therryvanneerven.nl
balancing stress Oo!evaar Oo!evaar is a little humble deliverer of happiness. It dances for people at work to bring smiles to their faces and lift their moods, enabling them to cope better with work stress. There is minimal compromise to work as users only take their eyes off work briefly for the visual interaction with Oo!evaar. Oo!evaar also offers a non-verbal channel for people to communicate through sending of dances or gestures, made possible by the open-platform supporting plug-ins, customisation and personalisation. The internal dance library updates regularly and play random choreography so that each engagement with Oo!evaar is always a pleasant surprise.
Project focus Design insights and opportunities Product design Forms and senses
B2.2
Lim Kim (Exchange student from NUS)
Contact & links
rakuenz.12@gmail.com http://youtu.be/8ckbTTkKS08
balancing stress RALPH Radio Alpha Our product is an Android application working with binaural beats. The application is called RALPH (Radio Alpha). It will stimulate the brain to increase brainwave activity in the alpha or beta range (the user controls this option), which respectively represents the state of meditation and the state of being active. This is a natural way of making people either relax or focus while working or while taking a break. There is no need for taking pills or other artificial remedies. This app will balance your stress levels in a natural (scientifically proven) way.
Project focus Android application development Research stimulation of brainwaves Binaural beats
B1.1/b1.2 team
Axel Coumans Rachel Loop Robert Szulc Boudewijn van der Voort
Contact & links
a.a.g.coumans@student.tue.nl r.f.a.m.loop@student.tue.nl r.a.szulc@student.tue.nl b.j.g.v.d.voort@student.tue.nl
balancing stress LightUp Their job is physically demanding, they work long shifts and often find themselves understaffed. It is no surprise nurses rank high when it comes to work-related stress and premature departure. It is not surprising at all, but it’s definitely a problem worth solving. So in the spirit of the profession’s nature, it is time to lend the hospital nurses a helping hand! LightUp is an interactive light system integrated in to a one-size-fits-all seat cover. The lights mirror the movement of the nurses as they are seated, portraying the ambiance in the break room. So the nurses can sit down, relax and light up the room together.
Project focus Colour studies Research on stress
B1.1 team
Soukje Botterweck Magda van Dijk Meis Suker Jakub Wolnowski
Contact & links m.suker@student.tue.nl
Internship Interactive Institute Swedish ICT AB Today one third of food produced for human consumption is lost or wasted globally. In Europe, over one third of all food loss is wasted by consumer, meaning approximately 95 kg of food per year. In the light of these facts, my internship at Interactive Institute had a focus on studying the phenomena of food consumption as a practice, and how food choices around this practice influence on the amount of consumer food waste. This was done through developing research tools for end users, which support their self-reflection process to change behaviour around food consumption.
Project focus food waste sustainable design food consumption behaviour social practice approach socio-cultural differences research tools for end users qualitative data analysis and visualisation
B3.1
Nita Virtala
Contact & links
n.h.virtala@student.tue.nl www.tii.se/groups/dru