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.
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.
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.
Methods for Conceptualizing Product Service Networks (PSS 101) was about developing a framework of methods, techniques and tools that improves conceptualization and communication between all those involved in design and development, across industries.
Making the office catch up: comparing interaction qualities at home and at workLiu, W., Stappers, P. J., Pasman, G. & Taal Fokker, J. An interview toolkit was used to sensitize them to the subject of interaction qualities, experiences, and demands of future ways of working. This study resulted in a set of design guidelines, aiming to support Generation Y interactions in future office work.Download
Value Pursuit / A tool for structuring conversation and encouraging collaboration in stakeholder networksRygh, K,How tangible tools can be designed to make complex networks more understandable to the stakeholders operating within them.Download
Value Pursuit: Creating Value Between Stakeholders In Policy DevelopmentRygh, K, Raijmakers, B., Vos, M. deA workshop exploring the possible roles stakeholders could take on in regards to policy making and policy implementation. The results of the workshop has lead us to question two different approaches in policy making; negotiation and co-creation and this paper will discuss what implications this has for the design practice.Download
Understanding networked collaboration: fields and patches of interactionsHenze, L., Mulder, I. & Stappers, P.J.The current work elaborates on the development of a framework for networked collaboration inspired by literature research of Actor Network Theory and Boundary Objects as well as insight gained in case studies and workshopsDownload
Networked collaboration canvas: How can service design facilitate networked collaboration?Henze, L., Mulder, I. In order to get a better grip on the networked nature of the new forms of interorganisational collaborations a Networked Collaboration Canvas has been built elaborating upon Actor-Network Theory (Latour, 2005) and Boundary Objects (Star & Griesemer, 1989) addressing the interactions between actors and objects involved in PSS development (Henze, Mulder, & Stappers, 2013). Download
Interactive pong: exploring ways of user inputs through prototyping with sensorsLiu, W., Stappers, P. J., Pasman, G., van der Helm, A., Aprile, W. & Keller, I.This study aimed to explore ways of user inputs through designing interactive game controllers with different type of sensor. From building four experiential prototypes on Pong, we learned to drive design by focusing on interaction qualities, which determine the use of sensors. We found that the interaction qualities together as a set offer a way to design aesthetics of behavior in interaction. Download
YPhone: Applying generation Y interactions into an office contextLiu, W., Stappers, P. J., Pasman, G. & Taal Fokker, J.A novel office phone, YPhone, is conceptually designed to present new ways of interacting in office work. Download
Evaluating generation Y interaction qualities in an office work contextThis study presents evaluations conducted with a working prototype in practice. The goal of these evaluations was to both evaluate the prototype and to find out what effect a new tool can have on the office workers’ interaction behavior.Download
Exploring `Generation Y' interaction qualities at home and at workdescribes and analyzes two interview studies conducted with office workers to consider how they perceive, experience and compare interaction qualities.Download
Designing Generation Y Interaction by Eliciting Interaction QualitiesLiu, W., Stappers, P. J., Pasman, G. & Taal Fokker, J.This paper describes the development of a novel office phone, YPhone, which demonstrates the application of a specific set of interaction qualities into the context of office work.Download
Ambulatory mobility and physical activity monitoring of elderly; a pilot studyS.T. Boerema, M.M.R. Vollenbroek-Hutten, H.J. Hermena 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 workersDownload
Experience sampling and physical activity measurements to improve workday satisfaction. In Proceedings of the 4th International Conference on Ambulatory Monitoring of Physical Activity and MovementBoerema, S. T., Evers, M., Vollenbroek-Hutten, M. H. M., & Hermens, H. JThis paper developed an experience sampling method smartphone app and integrated this with a monitoring app of physical activity patterns using the Promove3D activity sensorDownload
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.