crisp projects

  • 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.
  • 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
  • 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
  • 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
  • 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.

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