Card Overview

Design -|+

Negative emotions for positive experiences Since the late 1990s, designers and design researchers have begun to investigate how products elicit emotions in users and how they could use emotions to improve the user experience of products. It seems evident that designers should aim to maximize positive user emotions and minimize negative user emotions. However, if we look at some examples of enjoyable human experiences, we quickly realize that this assumption is not always true. People who ride rollercoasters, play challenging video games, or listen to downbeat music are experiencing fear, frustration, and sadness, respectively, but are also enjoying themselves. In my PhD-project I have focused on such experiences – named ‘rich experiences’ – and investigated how these can be systematically designed into consumer products and services. The project resulted in several deliverables. It produced a theoretical framework that explains the phenomenon of rich experience, the contribution of negative emotion in this experience and the conditions under which negative emotions can be enjoyed. To support this framework, I created a negative emotion database of indepth information, videos, and illustrations for 36 distinct emotions. The framework and the database are resources for a a design approach that guides designers in creating rich experiences for any user product or service. This approach was followed in several design case studies with in total sixty design students and a professional designer, who used the approach to design dozens of products and services. Lastly, I applied the approach in a research- through-design approach and created a wearable prototype that motivate runners. PhD Exploration Steven Fokkinga Pieter Desmet (Promotor) Paul Hekkert (Promotor) The designed product was ‘Run for your life’, a device intended to be worn by runners, which tracks their progress and evokes fear emotions to motivate them to run longer and faster. Through visual, auditory and tactile feedback, it gives the runner the impression that she is being chased by something. A versatile prototype was built that could run a number of different scenarios and feedback modes. With this prototype, eleven amateur runners were recruited to use the prototype in a total of 26 runs and were afterwards interviewed about their experiences. The prototype was optimized between sessions based on the results. This process yielded insights on the design process of this particular product, as well as on the development of rich experience products in general. One main insight was that there were roughly three ways to elicit (fear) emotions in the user-product interaction: through hard-wired stimuli (e.g., loud bangs), by association (e.g., viciously barking dogs), and through socalled ‘appraisal components’ (e.g., the predictability of the pursuer). Secondly, the study showed that the effects of different aspects of the design on the user experience (e.g., the effects of the sound, images, and behavior of the pursuer) can only be described and predicted in relation to one another. The chapter describes a way to make these relations explicit. The third main insight was that the effectiveness of the product depended a great deal on the running styles and preferences of the participants. Three participants found that the prototype did not fit their running style. Three other participants mainly wanted to increase their running performance, and liked how the prototype helped them do that. Lastly, four participants mainly wanted to have a better running experience and found that the prototype made running more exciting. This innovative project broke new ground in our assumptions of what constitutes a good user experience. I employed both design and research methods to explore how this principle applied to the interactions between users and technology. Because the project had an exploratory nature, I was able to use a lot of different methods: phenomenological research, theoretical frameworking, case studies with designers, stimulus validation, research-through-design, and prototype testing. Thus, the activities in this project gives a broad overview of the different types of research that can be employed in the design engineering domain. Previous project Overview of projects Next project

The revitalisation system

The Revitalisation System solves the problem of discomfort in aircrafts in an innovative way. Instead of reducing discomfort by changing physical attributes of the seats, this solution changes the way we interact with the seats. The idea is to engage passengers in unobtrusive exercises in their aircraft seats by playing a game. Exercise based gaming is not currently available onboard commercial aircrafts, making this product the first of its kind. The most comparable product could be found in the automotive industry, where BMW integrated an exercise system in their 7 series. This system allows a passenger to do a number of exercises while seated in the backseat and get feedback via a screen in front of them, which is far more rudimentary than the feedback a game gives. The aircrafts setting sets specific demands on the type of exercise. Fellow passengers seated close by should not be disturbed and exercise based movements may also feel embarrassing for the person doing them. This might inhibit passengers from performing the exercises, which is why extra care was taken for the user during concept development. The specific movements in the seat were designed in an aircraft setting through iterative testing. The tests included experiences from passengers and comfort and discomfort ratings based on ergonomics testing. These tests showed that an exercise combining lifting the legs and extending them was the most suitable while it also provides a sufficient rise in heart rate to reduce discomfort. Student Project Emma Erkelens Domenico Iaviello Max Kersten David Randles Lukas Riedel Emma Wisse Peter Vink (Coach) Joyce Bouwens (Coach) The physical shape of the product was developed with focus on the designed exercises and the installation process. The product is a thin nylon band, with force sensors attached to a stiff textile section in the middle. The ideal location for the sensors was found by analyzing the pressure points that arise during the exercises. This location is under each leg, 125 millimeters from the seat pan edge and 190 millimeters apart. It can be installed in both new seats and current seats of all different sizes. This is made possible by elastic ends on the band, which also assures an optimal centered position of the sensors. The present velcro fastening that attaches the cover to the foam of the bottom cushion is used for attaching our product. It sits just under the cover of the seat pan, unnoticeable to the passenger. This placement and attachment allows for a quick and easy installation: open the cover of the seat pan, attach the velcro and our product aligns itself. Put the cover back on and the product is ready to use. A new game was developed to make the controller perform to its best. Requirements for the game include making movements in the seat precision based, rather than reaction based. Reaction based games create quick movements, which is unwanted in the aircraft setting. Therefore a balance game was developed to showcase the strengths of the Revitalisation System. The game required users to roll a ball through a virtual 3D maze while avoiding obstacles. In order to succeed players had to tense their muscles and carefully adjust themselves to control the ball. The Revitalisation System has been scientifically tested for its proof-of-concept. The tests were conducted with a working prototype. The test concluded that the heart rate had a significant rise between playing state and rest state, with an average rise of 21%. The study also showed higher ratings for excitement from people using the Revitalisation System and lower ratings for stress. These factors contribute to the conclusion that the innovation is performing well and reduces discomfort for passengers. This project was one of the finalists of the Crystal Cabin Awards 2017.” Previous project Overview of projects Next project

A new Unaccompanied Minors service

What started off as a project to design a new service for the most vulnerable passenger of all: children travelling alone, became one of the most illustrative projects of what design can bring to a corporate environment. The ‘Unaccompanied Minor’ project from the Horizon 2020 PASSME project, in collaboration with KLM (Royal Dutch Airlines) became a carrier for multiple research projects. The design itself was an exploration of how designers can act on a system design level, showcasing the strengths of the designers skills, as well as working in iterations on results and testing them in real operations. For KLM, the project became the showcase of how the operations could be digitized, and is being used to understand what digital transformation implies for the organization. It makes at the same time the digital strategy 20 so concrete, it can be tackled in various parts of the company. After the end of the project, we continued with the team, to investigate how we can make sure the concepts of designers can be implemented within a corporate environment, moving from abstract dreams to an actual experiential reality. During Marga’s graduation, the project was developed up to a tested MVP and is now in the planning to roll out. Being one of several projects where we undertook measure to design from a system perspective, with a focus on making it reality. Graduation Project Marga Una Borras Christine de Lille (Chair) Suzanne Hiemstra-van Mastrigt (Mentor) Robin Bronckhorst (Co-Mentor) Tiddo Veldhuis (KLM Supervisor) Marco van Heerde (KLM Buddy & Follow-up) This project has been presented at the Passenger Terminal Conference in Cologne, February 2016, as well as at the Design Management Conference 2016 in Boston, August 2016. The project was an example project in the ‘Design Practice for Business’ MOOC. This project will be reality, moving from a report and a design towards being offered to children travelling alone. It is a showcase of what the contribution of design is: holistic, designing for a system, user perspective central, taking into account all stakeholders, result driven, with an amazing affinity for technology and using all skills of a designer. The project is a combination of research and education, an example to showcase how the two can reinforce each other. It is frequently used for both research and industry purposes, is part of one of the Horizon2020 projects of the faculty: PASSME and showcases what these projects can bring for both education and research. Previous project Overview of projects Next project

Lichtvorm

Several years ago, Professor Sylvia Pont worked on the light design for an exhibition on Delft-based artist Jan Schoonhoven, who specialised in wall reliefs. “I gave a lecture at Museum Prinsenhof once on light and perception and all the factors that play a role in what and how you see.” Following that lecture, Pont was invited to make a design for the Schoonhoven exhibition. (Delft, October 2015–February 2016) “If you Google his work, the way it’s presented in different exhibitions, you often can’t even see that it’s the same piece. The museum wanted to show that phenomenon.” Chris van Hoogdalem, whose Master’s project was supervised by Pont, did a number of preliminary studies using copies of his work. “We tried all sorts of things in collaboration with the Beers-nielsen bureau. We eventually designed a light set-up for the exhibition. The works of art were lighted interactively, changing before your very eyes from cones to vertical lines to all sorts of shapes. That exhibition was widely acclaimed. People were amazed by it and couldn’t believe it was real. Graduation Project Chris van Hoogdalem Sylvia Pont (Chair) Beersnielsen (Advising Company) Marga Schoemaker (Curator Museum Prinsenhof, Delft) The graduation project by Chris was well-worked out, realized in a public setting and well received by the media. Moreover, it also resulted in publications such as a book and a conference poster. The project was a multidisciplinary collaboration in which people (perception & user experience), technology (advanced dynamic LED lighting) and business (public exhibition) were connected, and from a scientific perspective optics, psychology, design and humanities. Previous project Overview of projects Next project

WAVES

WAVES is a product-service combination that completely rethinks the console gaming experience. In the near future, gamers don’t have to buy an expensive game console. They simply choose a subscription that provides a game console tailored to their needs. The three subscriptions are PLAY (casual gamer), CORE (core gamer) and FRONTIER (heavy core gamer). Due to its modularity, the gamer can receive upgrades based on their desired gaming experience and performance need. Because the performance need of gamers cascades gradually, the manufacturer can efficiently reuse and remanufacture parts throughout different gamer-segments. One wave of parts that serves multiple users throughout its lifecycle. Finally, at the end of each lifecycle, the manufacturer can recycle the parts and close the ecological loop. Graduation Project Telmen Dzjind Conny Bakker (Chair) Marieke Sonneveld (Mentor) WAVES is based on user research on the desired user experience of gamers. The insights of the research acted as a guide for existing (circular) product design and business strategies. The outcome is a powerful case study of how the Circular Economy can enhance the user experience when driven by a user-centered approach. The modular WAVES game console is a great example of a circular product design - we think it showcases the future of product development. Designers like Telmen take responsibility for a product’s “afterlife”, and develop business models and associated product concepts that have a useful and economically profitable second and third life. Telmen’s contribution is that he didn’t only focus on material flows and business models, but he gave the user centre stage; developing an attractive concept and value proposition for the future gamer. Previous project Overview of projects Next project

elRogga

The Industrial Design bachelor final thesis is a comprehensive project covering the production, sales, esthetics and product characteristics of the design process. In this report several analysis-, extensive research- and conceptualization methods are used to cover a complete design process. ‘ElRogga: not an ordinary tent’ describes the development of a new inflatable tent. This tent is the result of the challenge of Vliegerop BV to develop an innovative tent design using their specialized techniques. Bachelor End Project Stijn Jagers op Akkerhuis Vliegerop (Company) Vliegerop is a Dutch company that has a lot of knowledge concerning inflatable objects. The holding specializes in beach sports. Their brand Peter Lynn Kites is one of the leading kite surf brands in the world. This brand is uses inflatable air tubes to create a stiff skeleton optimized for kitesurf kites. The air tubes are made of a polymer innerand a stiff textile outer tube (Dacron) and can withstand great loads when inflated. These tubes can function as the structural backbone of inflatable tents. The project is unique in its kind. The techniques used, have seldom been applied to tents on such a scale. The project comprises design, strategy a bit of ingenuity. The project is a nice example of what the intensive Bachelor Final thesis project can lead to. ‘elRogga’ is currently still in development. After this project I started helping developing a new product line for Vliegerop bv. At the moment prototyping is done. Previous project Overview of projects Next project

The Tovertafel

A magic table creating moments of happiness for people living with dementia and all those around them The (Active Cues’) Tovertafel is a game for the elderly with moderate to severe dementia, encouraging them to instinctively participate in order to stimulate both physical and social activity in them. Numerous games, consisting of interactive light animations which are projected on a table, stimulate their mind and inspire them to be active. Tovertafel was developed during the PhD research of Hester (Anderiesen) Le Riche in close collaboration with the elderly and therefore closely matches their needs and capabilities. PhD Research Project Hester Anderiesen-Le Riche Richard Goossens (Promotor) Marieke Sonneveld (Co-Promotor) The brain’s deterioration, a consequence of dementia, influences how older people experience the world around them, and so influences how they play games. To determine which games are suitable for older people at the different stages of Alzheimer’s, Hester Le Riche, together with amongst others Prof. Dr. Erik Scherder, looked at the literature on neuropsychology. The Tovertafel is a fun care innovation that connects older people in the late stage of their dementia journey with each other and with their surroundings, all the while stimulating movement. The beautiful games were developed specifically for the target group and can be played both independently and under supervision. The Tovertafel is a little box that can be mounted on the ceiling, for instance, above the dining room table of a care institute. Inside the box is a high-quality projector, infrared sensors, speaker, and processor that work together to project the games onto the table. Because the colourful objects respond to hand and arm movements, residents get to play with the light itself. 90% Of nursing home residents with dementia suffer from apathy, which negatively influences their physical, cognitive, and emotional well-being. The goal of this project-grounded research is to develop a product-service system that stimulates nursing homes residents, living with moderate to severe dementia, to reduce their apathy. Previous project Overview of projects

Bree: Your Home Breathes with You

Current ventilation systems regulate air quality in homes, which saves energy and reduces CO2. While you can still open windows, you get better air via the system. However, air quality is difficult for humans to sense and interpret. Ventilation systems communicate at best via a panel on the wall. How can you gain a sense of your air quality and feel reassured that a system works as it should? We demonstrate a new kind of interface to home systems: to support your relationship with your home instead of direct functional operation. Computer artefact Bree's actions are visible at a casual glance and you can put it anywhere in your home. When Bree breathes calmly, this indicates good room air quality. Bree shivers when a window is open while the heating is on, making visible impending decrease in comfort and increase in costs. Bree can facilitate enjoyment of clean air by offering breathing exercises for health benefits. Bree exemplifies a new approach to sustainability: rather than proposing behaviour change, it supports people's relationship with air quality. Bree offers an interface to a complex, interconnected air regulation system. It could learn from residents' choices: for example, by shivering less if it learns that residents often open windows for only a short time. Student project Students Rubí Vermeulen Maurizio Filippi Jianyu Shao Coaches Stella Boess Sacha Silvester Bree is part of the currently running Climate KIC Building Technology Accelerator 2nd Skin project of researchers Sacha Silvester and Stella Boess. Rubi Vermeulen, Maurizio Filippi and Jianyu Shao continued developing Bree after initially conceptualizing it in the course Interactive Technology design in response to the researchers' brief to 'design air quality'. The 2nd Skin project realises Zero-Energy renovation of multi-story apartment buildings to meet residents' needs and demonstrate feasibility and affordability. Partners are TU Delft, BikBouw, Ihto Daalderop, Sto Isoned, Kingspan and TU München. Previous project Overview of projects Next project

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Design -|+

Negative emotions for positive experiences Since the late 1990s, designers and design researchers have begun to investigate how products elicit emotions in users and how they could use emotions to improve the user experience of products. It seems evident that designers should aim to maximize positive user emotions and minimize negative user emotions. However, if we look at some examples of enjoyable human experiences, we quickly realize that this assumption is not always true. People who ride rollercoasters, play challenging video games, or listen to downbeat music are experiencing fear, frustration, and sadness, respectively, but are also enjoying themselves. In my PhD-project I have focused on such experiences – named ‘rich experiences’ – and investigated how these can be systematically designed into consumer products and services. The project resulted in several deliverables. It produced a theoretical framework that explains the phenomenon of rich experience, the contribution of negative emotion in this experience and the conditions under which negative emotions can be enjoyed. To support this framework, I created a negative emotion database of indepth information, videos, and illustrations for 36 distinct emotions. The framework and the database are resources for a a design approach that guides designers in creating rich experiences for any user product or service. This approach was followed in several design case studies with in total sixty design students and a professional designer, who used the approach to design dozens of products and services. Lastly, I applied the approach in a research- through-design approach and created a wearable prototype that motivate runners. PhD Exploration Steven Fokkinga Pieter Desmet (Promotor) Paul Hekkert (Promotor) The designed product was ‘Run for your life’, a device intended to be worn by runners, which tracks their progress and evokes fear emotions to motivate them to run longer and faster. Through visual, auditory and tactile feedback, it gives the runner the impression that she is being chased by something. A versatile prototype was built that could run a number of different scenarios and feedback modes. With this prototype, eleven amateur runners were recruited to use the prototype in a total of 26 runs and were afterwards interviewed about their experiences. The prototype was optimized between sessions based on the results. This process yielded insights on the design process of this particular product, as well as on the development of rich experience products in general. One main insight was that there were roughly three ways to elicit (fear) emotions in the user-product interaction: through hard-wired stimuli (e.g., loud bangs), by association (e.g., viciously barking dogs), and through socalled ‘appraisal components’ (e.g., the predictability of the pursuer). Secondly, the study showed that the effects of different aspects of the design on the user experience (e.g., the effects of the sound, images, and behavior of the pursuer) can only be described and predicted in relation to one another. The chapter describes a way to make these relations explicit. The third main insight was that the effectiveness of the product depended a great deal on the running styles and preferences of the participants. Three participants found that the prototype did not fit their running style. Three other participants mainly wanted to increase their running performance, and liked how the prototype helped them do that. Lastly, four participants mainly wanted to have a better running experience and found that the prototype made running more exciting. This innovative project broke new ground in our assumptions of what constitutes a good user experience. I employed both design and research methods to explore how this principle applied to the interactions between users and technology. Because the project had an exploratory nature, I was able to use a lot of different methods: phenomenological research, theoretical frameworking, case studies with designers, stimulus validation, research-through-design, and prototype testing. Thus, the activities in this project gives a broad overview of the different types of research that can be employed in the design engineering domain. Previous project Overview of projects Next project

The revitalisation system

The Revitalisation System solves the problem of discomfort in aircrafts in an innovative way. Instead of reducing discomfort by changing physical attributes of the seats, this solution changes the way we interact with the seats. The idea is to engage passengers in unobtrusive exercises in their aircraft seats by playing a game. Exercise based gaming is not currently available onboard commercial aircrafts, making this product the first of its kind. The most comparable product could be found in the automotive industry, where BMW integrated an exercise system in their 7 series. This system allows a passenger to do a number of exercises while seated in the backseat and get feedback via a screen in front of them, which is far more rudimentary than the feedback a game gives. The aircrafts setting sets specific demands on the type of exercise. Fellow passengers seated close by should not be disturbed and exercise based movements may also feel embarrassing for the person doing them. This might inhibit passengers from performing the exercises, which is why extra care was taken for the user during concept development. The specific movements in the seat were designed in an aircraft setting through iterative testing. The tests included experiences from passengers and comfort and discomfort ratings based on ergonomics testing. These tests showed that an exercise combining lifting the legs and extending them was the most suitable while it also provides a sufficient rise in heart rate to reduce discomfort. Student Project Emma Erkelens Domenico Iaviello Max Kersten David Randles Lukas Riedel Emma Wisse Peter Vink (Coach) Joyce Bouwens (Coach) The physical shape of the product was developed with focus on the designed exercises and the installation process. The product is a thin nylon band, with force sensors attached to a stiff textile section in the middle. The ideal location for the sensors was found by analyzing the pressure points that arise during the exercises. This location is under each leg, 125 millimeters from the seat pan edge and 190 millimeters apart. It can be installed in both new seats and current seats of all different sizes. This is made possible by elastic ends on the band, which also assures an optimal centered position of the sensors. The present velcro fastening that attaches the cover to the foam of the bottom cushion is used for attaching our product. It sits just under the cover of the seat pan, unnoticeable to the passenger. This placement and attachment allows for a quick and easy installation: open the cover of the seat pan, attach the velcro and our product aligns itself. Put the cover back on and the product is ready to use. A new game was developed to make the controller perform to its best. Requirements for the game include making movements in the seat precision based, rather than reaction based. Reaction based games create quick movements, which is unwanted in the aircraft setting. Therefore a balance game was developed to showcase the strengths of the Revitalisation System. The game required users to roll a ball through a virtual 3D maze while avoiding obstacles. In order to succeed players had to tense their muscles and carefully adjust themselves to control the ball. The Revitalisation System has been scientifically tested for its proof-of-concept. The tests were conducted with a working prototype. The test concluded that the heart rate had a significant rise between playing state and rest state, with an average rise of 21%. The study also showed higher ratings for excitement from people using the Revitalisation System and lower ratings for stress. These factors contribute to the conclusion that the innovation is performing well and reduces discomfort for passengers. This project was one of the finalists of the Crystal Cabin Awards 2017.” Previous project Overview of projects Next project

A new Unaccompanied Minors service

What started off as a project to design a new service for the most vulnerable passenger of all: children travelling alone, became one of the most illustrative projects of what design can bring to a corporate environment. The ‘Unaccompanied Minor’ project from the Horizon 2020 PASSME project, in collaboration with KLM (Royal Dutch Airlines) became a carrier for multiple research projects. The design itself was an exploration of how designers can act on a system design level, showcasing the strengths of the designers skills, as well as working in iterations on results and testing them in real operations. For KLM, the project became the showcase of how the operations could be digitized, and is being used to understand what digital transformation implies for the organization. It makes at the same time the digital strategy 20 so concrete, it can be tackled in various parts of the company. After the end of the project, we continued with the team, to investigate how we can make sure the concepts of designers can be implemented within a corporate environment, moving from abstract dreams to an actual experiential reality. During Marga’s graduation, the project was developed up to a tested MVP and is now in the planning to roll out. Being one of several projects where we undertook measure to design from a system perspective, with a focus on making it reality. Graduation Project Marga Una Borras Christine de Lille (Chair) Suzanne Hiemstra-van Mastrigt (Mentor) Robin Bronckhorst (Co-Mentor) Tiddo Veldhuis (KLM Supervisor) Marco van Heerde (KLM Buddy & Follow-up) This project has been presented at the Passenger Terminal Conference in Cologne, February 2016, as well as at the Design Management Conference 2016 in Boston, August 2016. The project was an example project in the ‘Design Practice for Business’ MOOC. This project will be reality, moving from a report and a design towards being offered to children travelling alone. It is a showcase of what the contribution of design is: holistic, designing for a system, user perspective central, taking into account all stakeholders, result driven, with an amazing affinity for technology and using all skills of a designer. The project is a combination of research and education, an example to showcase how the two can reinforce each other. It is frequently used for both research and industry purposes, is part of one of the Horizon2020 projects of the faculty: PASSME and showcases what these projects can bring for both education and research. Previous project Overview of projects Next project

Lichtvorm

Several years ago, Professor Sylvia Pont worked on the light design for an exhibition on Delft-based artist Jan Schoonhoven, who specialised in wall reliefs. “I gave a lecture at Museum Prinsenhof once on light and perception and all the factors that play a role in what and how you see.” Following that lecture, Pont was invited to make a design for the Schoonhoven exhibition. (Delft, October 2015–February 2016) “If you Google his work, the way it’s presented in different exhibitions, you often can’t even see that it’s the same piece. The museum wanted to show that phenomenon.” Chris van Hoogdalem, whose Master’s project was supervised by Pont, did a number of preliminary studies using copies of his work. “We tried all sorts of things in collaboration with the Beers-nielsen bureau. We eventually designed a light set-up for the exhibition. The works of art were lighted interactively, changing before your very eyes from cones to vertical lines to all sorts of shapes. That exhibition was widely acclaimed. People were amazed by it and couldn’t believe it was real. Graduation Project Chris van Hoogdalem Sylvia Pont (Chair) Beersnielsen (Advising Company) Marga Schoemaker (Curator Museum Prinsenhof, Delft) The graduation project by Chris was well-worked out, realized in a public setting and well received by the media. Moreover, it also resulted in publications such as a book and a conference poster. The project was a multidisciplinary collaboration in which people (perception & user experience), technology (advanced dynamic LED lighting) and business (public exhibition) were connected, and from a scientific perspective optics, psychology, design and humanities. Previous project Overview of projects Next project

WAVES

WAVES is a product-service combination that completely rethinks the console gaming experience. In the near future, gamers don’t have to buy an expensive game console. They simply choose a subscription that provides a game console tailored to their needs. The three subscriptions are PLAY (casual gamer), CORE (core gamer) and FRONTIER (heavy core gamer). Due to its modularity, the gamer can receive upgrades based on their desired gaming experience and performance need. Because the performance need of gamers cascades gradually, the manufacturer can efficiently reuse and remanufacture parts throughout different gamer-segments. One wave of parts that serves multiple users throughout its lifecycle. Finally, at the end of each lifecycle, the manufacturer can recycle the parts and close the ecological loop. Graduation Project Telmen Dzjind Conny Bakker (Chair) Marieke Sonneveld (Mentor) WAVES is based on user research on the desired user experience of gamers. The insights of the research acted as a guide for existing (circular) product design and business strategies. The outcome is a powerful case study of how the Circular Economy can enhance the user experience when driven by a user-centered approach. The modular WAVES game console is a great example of a circular product design - we think it showcases the future of product development. Designers like Telmen take responsibility for a product’s “afterlife”, and develop business models and associated product concepts that have a useful and economically profitable second and third life. Telmen’s contribution is that he didn’t only focus on material flows and business models, but he gave the user centre stage; developing an attractive concept and value proposition for the future gamer. Previous project Overview of projects Next project

elRogga

The Industrial Design bachelor final thesis is a comprehensive project covering the production, sales, esthetics and product characteristics of the design process. In this report several analysis-, extensive research- and conceptualization methods are used to cover a complete design process. ‘ElRogga: not an ordinary tent’ describes the development of a new inflatable tent. This tent is the result of the challenge of Vliegerop BV to develop an innovative tent design using their specialized techniques. Bachelor End Project Stijn Jagers op Akkerhuis Vliegerop (Company) Vliegerop is a Dutch company that has a lot of knowledge concerning inflatable objects. The holding specializes in beach sports. Their brand Peter Lynn Kites is one of the leading kite surf brands in the world. This brand is uses inflatable air tubes to create a stiff skeleton optimized for kitesurf kites. The air tubes are made of a polymer innerand a stiff textile outer tube (Dacron) and can withstand great loads when inflated. These tubes can function as the structural backbone of inflatable tents. The project is unique in its kind. The techniques used, have seldom been applied to tents on such a scale. The project comprises design, strategy a bit of ingenuity. The project is a nice example of what the intensive Bachelor Final thesis project can lead to. ‘elRogga’ is currently still in development. After this project I started helping developing a new product line for Vliegerop bv. At the moment prototyping is done. Previous project Overview of projects Next project

The Tovertafel

A magic table creating moments of happiness for people living with dementia and all those around them The (Active Cues’) Tovertafel is a game for the elderly with moderate to severe dementia, encouraging them to instinctively participate in order to stimulate both physical and social activity in them. Numerous games, consisting of interactive light animations which are projected on a table, stimulate their mind and inspire them to be active. Tovertafel was developed during the PhD research of Hester (Anderiesen) Le Riche in close collaboration with the elderly and therefore closely matches their needs and capabilities. PhD Research Project Hester Anderiesen-Le Riche Richard Goossens (Promotor) Marieke Sonneveld (Co-Promotor) The brain’s deterioration, a consequence of dementia, influences how older people experience the world around them, and so influences how they play games. To determine which games are suitable for older people at the different stages of Alzheimer’s, Hester Le Riche, together with amongst others Prof. Dr. Erik Scherder, looked at the literature on neuropsychology. The Tovertafel is a fun care innovation that connects older people in the late stage of their dementia journey with each other and with their surroundings, all the while stimulating movement. The beautiful games were developed specifically for the target group and can be played both independently and under supervision. The Tovertafel is a little box that can be mounted on the ceiling, for instance, above the dining room table of a care institute. Inside the box is a high-quality projector, infrared sensors, speaker, and processor that work together to project the games onto the table. Because the colourful objects respond to hand and arm movements, residents get to play with the light itself. 90% Of nursing home residents with dementia suffer from apathy, which negatively influences their physical, cognitive, and emotional well-being. The goal of this project-grounded research is to develop a product-service system that stimulates nursing homes residents, living with moderate to severe dementia, to reduce their apathy. Previous project Overview of projects

Bree: Your Home Breathes with You

Current ventilation systems regulate air quality in homes, which saves energy and reduces CO2. While you can still open windows, you get better air via the system. However, air quality is difficult for humans to sense and interpret. Ventilation systems communicate at best via a panel on the wall. How can you gain a sense of your air quality and feel reassured that a system works as it should? We demonstrate a new kind of interface to home systems: to support your relationship with your home instead of direct functional operation. Computer artefact Bree's actions are visible at a casual glance and you can put it anywhere in your home. When Bree breathes calmly, this indicates good room air quality. Bree shivers when a window is open while the heating is on, making visible impending decrease in comfort and increase in costs. Bree can facilitate enjoyment of clean air by offering breathing exercises for health benefits. Bree exemplifies a new approach to sustainability: rather than proposing behaviour change, it supports people's relationship with air quality. Bree offers an interface to a complex, interconnected air regulation system. It could learn from residents' choices: for example, by shivering less if it learns that residents often open windows for only a short time. Student project Students Rubí Vermeulen Maurizio Filippi Jianyu Shao Coaches Stella Boess Sacha Silvester Bree is part of the currently running Climate KIC Building Technology Accelerator 2nd Skin project of researchers Sacha Silvester and Stella Boess. Rubi Vermeulen, Maurizio Filippi and Jianyu Shao continued developing Bree after initially conceptualizing it in the course Interactive Technology design in response to the researchers' brief to 'design air quality'. The 2nd Skin project realises Zero-Energy renovation of multi-story apartment buildings to meet residents' needs and demonstrate feasibility and affordability. Partners are TU Delft, BikBouw, Ihto Daalderop, Sto Isoned, Kingspan and TU München. Previous project Overview of projects Next project
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Students Amos Yusuf, Mick Dam & Bas Brouwer winners of Mekel Prize 2024

Master students Amos Yusuf, from the ME faculty (Mick Dam, from the EEMCS faculty and graduate Bas Brouwer have won the Mekel Prize 2024 for the best extra scientific activity at TU Delft: the development of an initiative that brings master students into the classroom teaching sciences to the younger generations. The prize was ceremonially awarded by prof Tim van den Hagen on 13 November after the Van Hasselt Lecture at the Prinsenhof, Delft. They received a statue of Professor Jan Mekel and 1.500,- to spend on their project. Insights into climate change are being openly doubted. Funding for important educational efforts and research are being withdrawn. Short clips – so called “reels” – on Youtube and TikTok threaten to simplify complex political and social problems. AI fakes befuddle what is true and what is not. The voices of science that contribute to those discussion with modesty, careful argument and scepticism, are drowned in noise. This poses a threat for universities like TU Delft, who strive to increase student numbers, who benefit from diverse student populations and aim to pass on their knowledge and scientific virtues to the next generation. It is, therefore, alarming that student enrolments to Bachelor and Master Programs at TU Delft have declined in the past year. Students in front of the class The project is aimed to make the sciences more appealing to the next generation. They have identified the problem that students tend miss out on the opportunity of entering a higher education trajectory in the Beta sciences – because they have a wrong picture of such education. In their mind, they depict it as boring and dry. In his pilot lecture at the Stanislas VMBO in Delft, Amos Yusuf has successfully challenged this image. He shared his enthusiasm for the field of robotics and presented himself as a positive role model to the pupils. And in return the excitement of the high school students is palpable in the videos and pictures from the day. The spark of science fills their eyes. Bas Brouwer Mick Dam are the founders of NUVO – the platform that facilitates the engagement of Master Students in high school education in Delft Their efforts offer TU Delft Master Students a valuable learning moment: By sharing insights from their fields with pupils at high school in an educational setting, our students can find identify their own misunderstandings of their subject, learn to speak in front of non-scientific audiences and peak into education as a work field they themselves might not have considered. An extraordinary commitment According to the Mekel jury, the project scored well on all the criteria (risk mitigation, inclusiveness, transparency and societal relevance). However, it was the extraordinary commitment of Amos who was fully immersed during his Master Project and the efforts of Brouwer and Dam that brought together teaching and research which is integral to academic culture that made the project stand out. About the Mekel Prize The Mekel Prize will be awarded to the most socially responsible research project or extra-scientific activity (e.g. founding of an NGO or organization, an initiative or realization of an event or other impactful project) by an employee or group of employees of TU Delft – projects that showcase in an outstanding fashion that they have been committed from the beginning to relevant moral and societal values and have been aware of and tried to mitigate as much as possible in innovative ways the risks involved in their research. The award recognizes such efforts and wants to encourage the responsible development of science and technology at TU Delft in the future. For furthermore information About the project: https://www.de-nuvo.nl/video-robotica-pilot/ About the Mekel Prize: https://www.tudelft.nl/en/tpm/our-faculty/departments/values-technology-and-innovation/sections/ethics-philosophy-of-technology/mekel-prize

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