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 is 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) is 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 will work 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) is 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) is 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 includes playful persuasion, emergent behaviour and interaction opportunities that stimulate social and physical play of various user groups.
  • PSS-101

    Methods for Conceptualizing Product Service Networks (PSS 101) is about developing a framework of methods, techniques and tools that improves conceptualization and communication between all those involved in design and development, across industries.

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
  • Making the office catch up: comparing interaction qualities at home and at work Liu, 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
  • 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
  • Strategic creativity series: Stressed out Thompson, M. Collection of articles related to service design for stress relief

    http://issuu.com/designacademy/docs/_05_stressedout_ issuu/41?e=10549260/10118521
    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
  • Making Research Tangible Rygh, K., Raijmakers, B., Arets D. Together with the partner company Canon Océ, Rygh has investigated what role the creative industries can play in determining new applications of Canon’s innovative 2.5D printing technology, and what new applications could be found in the field of architecture. As an outcome, Rygh created the Super-Maker, a workshop methodology bridging the innovation gap between new technology and client or end user operating it.  Download
  • Tangible Research as Inspiration for Business Innovation Rygh, K, Arets, D. How can designers contribute to the complex restructuring of business innovation?  Download
  • Defining Values Through Collaboration Rygh, K., Arets, D. & Raijmakers, B. Using a ‘thinking through making’ approach the CRISP PSS 101 project introduces tools that facilitate the alignment of expectations and address the importance of trust and meaning within networks producing Product Service Systems Download
  • Value Pursuit / A tool for structuring conversation and encouraging collaboration in stakeholder networks Rygh, 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 Development Rygh, K, Raijmakers, B., Vos, M. de A 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
  • 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 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
  • Understanding networked collaboration: fields and patches of interactions Henze, 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 workshops Download
  • 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 sensors Liu, 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 context Liu, 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 context This 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 work describes 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 Qualities Liu, 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

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