185 research outputs found

    Metaphors we design by: The use of metaphors in product design

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    Imagine a coffee maker that subtly references the serving gesture of a butler or a car that explicitly mimics the sleek and streamlined form of a jet plane. Such metaphors are frequently used by designers as a means to render the values and meanings they want to assign to a product into a physical form. By their nature, metaphors build meaningful relationships between two distinct entities, which urge us to see things in a new light. For this reason, designers resort to metaphors to exhibit original and aesthetic solutions to design problems. Still, so far the use of metaphors has not taken up the importance in design academia as it did in design practice. In this thesis, it was aimed to propose a structured means to incorporate metaphor in design research by investigating a product metaphor’s characteristics and the peculiar type of thought process that generates it. Through four empirical studies conducted with designers, we gradually built a framework that accounts for the processes underlying product metaphor generation and examine the success of the decisions taken in this process. On the basis of the results, we also formulated a set of practical recommendations to designers, which they may use as an inspiration for creating good metaphors.Industrial DesignIndustrial Design Engineerin

    Social gaming rules: Changing people's behavior through games

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    In this paper we propose an approach towards designing social games or game elements for changing people’s social behavior for serious applications. We use the concept of the magic circle, which outlines the experience of a game world as different from the real world. We can design a connection between these worlds through space, time, and people. A rules-perspective proves to be helpful, particularly on the social level. Rules not only shape social behavior but social behavior also shapes the rules.Industrial DesignIndustrial Design Engineerin

    Teamwork Gamification: A designer's perspective

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    The possibilities of applying game elements for positive behavior change in non-game contexts (i.e. gamification) seem limitless, ranging from politics to treatment of mental illness. However, the number of applied gamification studies is still limited. Our research (part of CRISP G-Motiv) aimed to contribute to the knowledge about designing and applying game elements for teamwork.First, we defined four basic design components that constitute a ‘gameful’ experience (i.e. feeling as if playing a game): goals, rules, objects, and freedom. Next, we explored the application of game elements in two lab- and two field experiments. In the lab, we developed a multiplayer computer game to examine the effect of different rules on interdependent behavior and we developed a physical game with coins to investigate the effect of different rule-sets on output in group-brainstorm meetings. In the field, we implemented and investigated the effect of gamified interventions to improve the cohesion within the operating teams of a strip-galvanizing factory and at a consultancy firm, we developed and tested a game with coins to change the attitude of participants of ‘red team’ meetings.The results of these studies showed that in teamwork, game elements seem mainly valuable for raising attention and changing goal-driven behaviors and experiences. In order to design and research a gamification that positively influences teamwork it is important to consider: 1) the above-mentioned four basic design components and 2) to what extent they pervade in the emotions, attention, and behavior of team members.Design AestheticsHuman Information Communication Desig

    Personalized gamification to enhance implementation of eHealth therapy in youth mental healthcare

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    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 adolescents to go into therapy, as adolescence is a period in live in which essential developments occur on which mental health disorders have a negative impact. Although psychosocial therapies are effective in reducing psychiatric symptoms in adolescents with mental disorders, there is still room for improvement. For example, because of premature termination of treatment, poor attendance of treatment‐sessions and a low or non‐adherence to homework assignments...Design Aesthetic

    Space Mission Sanitas: Integrating physical activity into the daily life of cardiac patients - A persuasive game during rehabilitation

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    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 that lower their motivation, resulting in an unhealthy lifestyle with low physical activity.This project is done in collaboration with the Capri Hartrevalidatie centre. The target group for this project are the participants that are rehabilitating here. The people that come to the rehabilitation training are often open to a lifestyle change but need guidance on how to achieve this. A part of the participants are people with a low socio-economy position(SEP), for them, it is even harder to maintain their physical activity after rehabilitation. To integrate physical activity into the daily life of cardiac patients, a game-based health intervention is designed and tested in this project. All participants in cardiac rehabilitation can take part in this game, including participants with a low Socioeconomic position(SEP). When designing the game, the barriers of people with a low SEP were considered. The game is a tool to motivate physical behaviour in the gamified world so that the experienced physical activity for the game will motivate people to perform this behaviour in the real world. To design this game-based health intervention, a user-based literature study and a context field study were conducted. A deeper understanding of the participants’ drivers and barriers view on physical activity and needs and motivation during and after rehabilitation were gained. By combining the insights, a behaviour analysis and a user persona could be made of the target group. A design brief, including a design goal, vision and design opportunities were set up. The design goal of this project is to develop a persuasive game that supports the maintenance of physical activity in cardiac patients’ daily life by stimulating their sense of competence, relatedness, and autonomy. From the behaviour analysis, the three elements: competence, relatedness and autonomy resulted in important factors of motivation for physical activity. In the ideation and conceptualization phase of this project, the game-based health intervention got its shape. Co-creation sessions, interviews and expert validations were conducted to find the best concept direction. This led to the final design: Space Mission Sanitas.Space Mission Sanitas is a game where six teams are challenged during the cardiac rehabilitation period to achieve their weekly fuel goal. This fuel goal needs to be reached to provide their space shuttle with enough fuel to complete the overall mission. The fuel goal can be seen as a metaphor for a weekly physical activity goal since the goals are related to physical exercise they can practice in their daily life context. Every week during the training, they will evaluate which team has achieved their fuel goal and every week they will draw and select a new fuel card for the coming week. Finally, an evaluation cycle of one week, showed that the game had a positive effect on people their sense of competence, relatedness, and autonomy. This suggests that the game has a promising effect on the maintenance of physical activity after rehabilitation. In future research, the game will be tested over a period of six weeks to measure the actual effect on people’s physical activity maintenance. The variety of insights gathered in this project can be used in future CR research and CR health interventions.Design for Interactio

    Cultural variations and design guidelines to attune health programs from Spain to the Netherlands: Attuning the TAS program to Dutch classrooms

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    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 were three: identify which aspects of a healthy habit program (TAS program) can be adapted to the Netherlands; understand how to design for it by creating a set of design guidelines; and how to apply the guidelines to attune the program to the Netherlands.. Healthy habit programs targeted to teenagers are crucial since it is the period in which bodies develop and finish forming. The early understanding of healthy habits is key to helping teenagers to acquire lasting healthy behaviors and classrooms provide a great context that supports the knowledge building experience. The TAS program was evaluated in 103 Spanish classrooms, in different autonomous regions, and proved to increase healthy behaviors among teenagers, such as improving nutritional habits (increase of fruit and vegetable intake and decrease of fried food) or increasing physical activity. Therefore, the opportunity to adapt a successful healthy habit program to another European country was identified.The research phase of the project consisted mainly of sensitizing activities and literature research to get to know the context and domain of the project; and interviews with Dutch and Spanish parents and teenagers to understand the reality and daily life habits by comparison.The opportunity to design a set of guidelines based on the research outcomes was identified, a set of 10 guidelines grouped in four groups: medium, content, communication and engagement. The guidelines were applied to one of the workshops of the TAS program with the aim of evaluating the effectiveness of the guidelines and the workshop itself.The concept was evaluated with Spanish and Dutch secondary teachers and Dutch experts in the field of health programs in order to assess the validity of the concept and identify to what extent the implemented changes were culture specific.The project was approached from a cultural framework, in which socio-cultural dimensions served as a way to find a direction for the project but also as a tool to compare and identify cultural variables between Spain and the Netherlands.Design for Interactio

    Improving doctor-patient communication by visual thinking tool design

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    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 different psychiatric symptoms often find it hard to clarify and communicate their intertwined life issues. Hence, the thesis addresses the implementation opportunities to use the Visual Thinking and Storytelling design method to tackle this communication challenge, provide clarification and structure to help the patient voice their issues, and improve doctor-patient communication. Simultaneously, the method also allows patients to engage in Shared decision-making and receive better treatment (Slade, M., 2017). This thesis uses the mental health organization Geestelijke Gezondheidszorg (GGZ) Delfland’s ITB Support program as a context example, with the aim of proposing a new visual story communication strategy to help the GGZ Delfland improve the clarity and structure of communication between social workers and clients. To provide better clarification and structure, a Visual toolkit was designed to help the health experts clarify the clients’ needs. In addition, a Visual strategy plan was designed to guide the GGZ Delfland on how to operate the toolkit in the ITB program. This thesis gives inspiration about how Visual Thinking the Storytelling can improve doctor-patient communication and how they can be used in practice.Strategic Product Desig

    Games in Times of a Pandemic: Structured Overview of COVID-19 Serious Games

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    Background: The COVID-19 pandemic introduced an urgent need for effective strategies to disseminate crucial knowledge and improve people’s subjective well-being. Complementing more conventional approaches to knowledge dissemination, game-based interventions were developed to create awareness and educate people about the pandemic, hoping to change theirattitudes and behavior.Objective: This study provided an overview and analysis of digital and analog game-based interventions in the context of the COVID-19 pandemic. As major pandemics and other large-scale disruptive events are expected to increase in frequency in the coming decades, this analysis aimed to inform the design, uptake, and effects of similar future interventions.Methods: From November 2021 to April 2022, Scopus, Google, and YouTube were searched for articles and videos describing COVID-19–themed game-based interventions. Information regarding authorship, year of development or launch, country of origin, license, deployment, genre or type, target audience, player interaction, in-game goal, and intended transfer effects was extracted. Information regarding intervention effectiveness was retrieved where possible.Results: A diverse assortment of 23 analog and 43 digital serious games was identified, approximately one-third of them (25/66, 38%) through scientific articles. Most of these games were developed by research institutions in 2020 (13/66, 20%) and originated in Europe and North America (38/66, 58%). A limited number (20/66, 30%) were tested on relatively small samples, using adiversity of research methods to assess the potential changes in participants’ knowledge, attitudes, and behaviors as well as theirgameplay experience. Although most of the evaluated games (11/20, 55%) effectively engaged and motivated the players, increased awareness, and improved their understanding of COVID-19–related issues, the games’ success in influencing people’s behavior was often unclear or limited.Conclusions: To increase the impact of similar future interventions aimed at disseminating knowledge and influencing people’s attitudes and behaviors during a large-scale crisis, some considerations are suggested. On the basis of the study results and informed by existing game theories, recommendations are made in relation to game development, deployment, and distribution;game users, design, and use; game design terminology; and effectiveness testing for serious games

    The role of designer expertise in source selection during product metaphor generation

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    Metaphors have a communicative role in design that entails a transfer of meaning from an entity (i.e. source) to the designed product (i.e. target). In this paper, we investigate the effect of the expertise of designer on the accessibility of the sources that they employ in metaphors. In the study conducted, novice and expert designers were asked to generate metaphors and the sources they selected were used for analysis. The results indicated that, (1) novices tended to select easily accessible sources whose similarity with the target was obvious, and (2) experts tended to use sources that are less similar with the target, which are more difficult-to-access in the first place. These results are then discussed in the light of metaphor theories and product design knowledge.Industrial DesignIndustrial Design Engineerin

    Power to the Patient: A Co-Created Design Towards Emotionally-Safe Pediatric Hospitalization

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    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 setting that is unfamiliar to them. Resilience is needed to cope with the challenges that come with the hospitalization. A positive emotional state can help children manage fear, stress and anxiety. In this graduation project, the narrative interactive game-play intervention Hideaway was created to foster resilience and empower children during their short (3-7 days) stay in the hospital, building on the previously developed Hospital Hero app©.In order to create a valuable design intervention, an iterative research and design process was followed. A literature study and a context mapping study were performed to gain insight into the emotional experience of children (4 to 14 years old) and contributory contextual factors. Data was collected using observations, conversations with (former) patients, parents and healthcare professionals, and interviews with experts specialized in psychological impact of hospitalization in children. Using activity booklets, hospitalized children were asked about their social contacts, emotions and desires. Make-and-say sessions with children and co-creation sessions with children were held to further determine the core intervention strategy.From the research, multiple challenges that negatively influence children’s mental state were identified: accumulation of medical procedures, unfamiliar daily routine/environment, not being able to play. This is strengthened by lack of peer-interactions and restricted mobility (i.e. contact isolation, being bedbound). To help children cope with these challenges, an interactive storytelling-based game was designed, integrating peer-contact, social play and child-friendly coping tips. Hideaway invites children to work together in a collaborative digital game of ‘hide-and-seek’, thereby creating connection between peers in and outside the hospital, letting children explore and escape the hospital room, and empowering children.A prototype of Hideaway was evaluated with children and healthcare professionals, showing a promising potential to evoke a positive emotional state in children and with that fostering resilience and empowerment. Research and design recommendations have been made to provide a bridge to future implementation of Hideaway.The eHealth solution Hideaway facilitates playful peer-interactions and has the potential to stand in for missed daily peer-interplay. Hideaway provides a valuable addition to the Hospital Hero app©, expanding outpatient care support with hospitalization support, and could be applicable to other settings (e.g. pediatric rehabilitation).Design for Interactio
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