crisp projects

  • GRIP

    When  designing a PSS, designers try to find a balance between flexibility and control to create effective and socially responsible value for users and other stakeholders.
    GRIP was about how designers achieve a balance between flexibility and control when designing PSS, leading to the creation of effective and socially responsible value for users and other stakeholders.
  • G-Motiv

    Designing Motivation - Changing Human Behaviour Using Game-Elements (G-MOTIV) was about researching and applying new approaches to behavioural change based on motivation by using game elements. We will conduct research on the motivational effect of game elements in changing behaviour. Our multidisciplinary team of scientists and designers has worked on developing intelligent PSS prototypes in the fields of health care and human resources, resulting in structural behavioural change.
  • Grey but Mobile

    Enhanced Care Service through Improved Mobility for Elderly People (Grey But Mobile) was about improving care-related mobility services for the elderly supporting independent living and social connectivity. Importantly, the quantitative and qualitative effects of these proposed services have to contribute to the improved health of the elderly as well as to the economic efficiency of care.
  • I-PE

    The Intelligent Play Environments project (i-PE) was about the development of an ‘inspirational test bed’ to develop fundamental knowledge, insights and guidelines for the design of intelligent, playful environments. This design research included playful persuasion, emergent behaviour and interaction opportunities that stimulate social and physical play of various user groups.
  • Selemca

    The Services of Electro-mechanical Care Agencies (SELEMCA) lab was a research facility in Amsterdam dedicated to exploring novel assistive technologies for groups such as elderly persons and people suffering from (mental) health disorders. More specifically, our mandate included the development of systems built around human interactions with robots, computer-based agents, and virtual worlds. We refer to these systems as Caredroids, devices or software that will provide a variety of medical services.

publications

  • Strategic Creativity Series 04 Susana Cámara Leret Designing with young addicts and healthcare professionals in a rehabilitation clinic requires a deep understanding of the everyday situations they face, especially when the anticipated designs aim beyond the mundane at more speculative and uncharted territories. This publication brings together a wide range of perspectives of that journey, with stories about how the design of a set of smells influenced the youths’ treatment and how the design of fictional ‘companion species’ allow people at the clinic to see and discuss their daily environment in new ways. Download
  • What Remains?: A persuasive story telling game. Camaduro, A. & Visch, V.T What Remains? is a prototype that facilitates the intake of Alzheimer patient in care homes. The prototype generates storytelling and is based on co-creation principles involving the patient, the family Download
  • Job Stress: From taboo to business Van de Garde, E., Thompson, M., Geurts, L., Ullerup, H. & Perez, M. Workshop for Service Design Network Conference 2011 in San Francisco, October 2011. Download
  • New goals for design, new roles for designers? Raijmakers, Thompson, & van de Garde This explorative paper reflects on experiences of design researchers with such work and discusses implications for both design education and creative industries, in particular regarding facilitation and empathy as key skills in the design of innovative services.


    Paper presented at the Cumulus Conference in Helsinki, June 2012. http://cumulushelsinki2012.org/cumulushelsinki2012.org/wp content/uploads/2012/05/New goals for design new roles for designers. pdf
    Download
  • What Remains? Cadamuro, A. What remains? is a design research project that is part of a larger investigation into how game elements can be used as motivational triggers to stimulate Alzheimer patients physically and socially. What remains? uses co-design tools and turns these during the engagement with participants in the project into a service that remains and persists after the designers leave. Download
  • User acceptance in a changing context: why some product-service systems do not suffer acceptance. Schotman, H. and Ludden, G.D.S. Various measures are put forward to improve acceptance, but not all measures focus on changing user habits. This paper argues that PSSs can be more powerful in gaining user acceptance when they are designed to address lost habits, owing to unwillingly changed behaviour. Download
  • Metaphors as a common language for empathic conversations in collaborative networks Daam, H.L; Gestel, M. van; Raijmakers, Based on extensive experience with collaborative workshops in the Grey But Mobile project, this paper explores how metaphors can play a role to gather empathic knowledge, and suggests a workshop programme to prototype such use of metaphors. Download
  • The in-between: an experimental venture into the position of the designer Camara Leret, S.; Raijmakers, B. Increasing interdisciplinary collaborations between art, design and science, draw  attention to the need of elucidating the position of the designer. Such stance is hereby identified as an in-between position, characterised by its exploratory nature, which contributes to the experimental practice of design as a whole. This interstitial position for design, is furthermore identified as an empowering one, which can open up doors to novel opportunities and outcomes, by enabling designers to engage within the processes that construct meaning.  Download
  • Getting a GRIP on work-related stress: designing services with users and other committed stakeholders Garde-Perik,E. vn de; Snelders,D.; Thompson, M. The paper discusses implications for the design of co-created multi-stakeholder PSS, by introducing the Grip Service Model, which allows committed partners to bring in their expertise, and to foresee and exploit their personal/commercial opportunities. The GRIP approach to the design of PSS can be seen as a combination between a classical User Centred Design process, and a collaborative process of New Service Design.  Download
  • Design and semantics of form and movement Garde-Perik, E. van de, Trevia, F., Henriksson, A., Geurts L., Ullerup,H. After 1,5 years of research the GRIP project decided to develop the relaxation space, which offers employees an adaptive environment that reacts to their presence by creating a personal environment, varying in size, sounsdscape and animated light. The environment stimulates paced breathing, meditation and helps employees to become more aware and in control of their personal response to stressors and relaxation.  Download
  • Design strategies for human relations in services Garde-Perik, E. van de, Trevia, F., Snelders, D. This paper investigates the degree of control that designers might have over human relations in services, and looks into the capacity of design to promote discussion and social support, and its capacity to make objects act as ‘quasi- others’ in social encounters. Three design interventions are presented that have made changes to the material circumstance in which contacts among users and providers take place.  Download
  • Getting a GRIP on Work Related Stress: Design & Evaluation of a Nature Inspired Relaxation Space Van de Garde Perik, E, Trevia, F., Henriksson, A., Geurts, L., Ullerup, H. The paper presents the design rationale and subsequent evaluation of the relaxation space 1.0. Experts with backgrounds in design, research and healthcare have evaluated the design of the relaxation space, which resulted in very positive responses regarding the low effort required and the high quality of the relaxation experience provided by the design. 

    http://www.inderscience.com/jhome.php?jcode=IJART
  • Demand Responsive Transport as a Social Innovation: The Case of Skewiel Mobiel Schotman, H. and Ludden, G.D.S. This paper discusses how a demand responsive transport system, set-up as a social innovation, improves social connectedness, instead of delivering mobility alone.  Download
  • Ambulatory mobility and physical activity monitoring of elderly; a pilot study S.T. Boerema, M.M.R. Vollenbroek-Hutten, H.J. Hermen a method to objectively monitor mobility and physical activity of elderly using ambulatory wireless technology during daily living, and studied the monitored physical activity compared to a sedentary population of healthy office workers Download
  • Let's move together! Towards a social, mobile city Geel, L. van, Dols, S., Lu, Y.  This concept aims to make public transportation more accessible for elderly. IRIS calls for volunteering actions of a community of people to help elderly to travel by bus, without having to defer from their own trip.   Download
  • Using social media for asynchronous collaboration within collaborative networks. Sturkenboom, N., Baha, S.E., Lu, Y. & Tempesta, G Instagram as a ‘ready-made’ social media platform within two collaborative network project case studies. This was done to experiment with asynchronous collaboration and knowledge sharing in addition to design workshops Download
  • Experience sampling and physical activity measurements to improve workday satisfaction. In Proceedings of the 4th International Conference on Ambulatory Monitoring of Physical Activity and Movement Boerema, S. T., Evers, M., Vollenbroek-Hutten, M. H. M., & Hermens, H. J This paper developed an experience sampling method smartphone app and integrated this with a monitoring app of physical activity patterns using the Promove3D activity sensor Download
  • Monitoring and Improving Mobility of the Elderly. Text is still confidential--

    Describes thesis of Simone Boerema

    Presented at the 8th International Conference on Pervasive Computing Technologies for Healthcare, Oldenburg, Germany.
  • Value-based design for the elderly: An application in the field of mobility devices. Boerema, S. T., Van Velsen, L., Vollenbroek-Hutten, M. H. M., & Hermens, H. J. This paper is still under review, the content is therefore to remain confidential.
  • To go where no old person has gone before: value-based design of mobility innovations for aging well. S.T. Boerema, L van Velsen, M.H.M Vollenbroek-Hutten, H.J. Hermens To study personal values of solitary living, community
    dwelling older adults, and how mobility barriers and
    facilitators affect their ability to life to their values.
    Download
  • Rapport Inventarisatie Potentiële Gebruikers Belbus Results of a market potential studie for Belbus Download
  • Graphical representation of quantitative data Skewiel Mobiel 1 type of transport

    obtained from November 2012 until December 2013
    Download
  • Graphical representation of quantitative data Skewiel Mobiel 2 Destinations

    obtained from November 2012 until December 2013
    Download
  • Positive design interventions to address stress at work. Van de Garde Perik, E., Snelders, D., & Geurts, L The GRIP project explored the potential of design to positively support people in balancing job demands and resources, or work and relaxation. Download

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