Workshop 1:

Participation in big change: the example of a renovation

A house renovation is an example of a big change in someone’s life. How to prepare for such a big change and what comes afterwards? Future sustainable housing renovations will be done in a more industrial, standardized way than they used to. Yet a home is more than a product. This workshop presents initial findings about successful occupant participation processes in the Netherlands. Learnings: renovation processes must take the unique circumstances of different households into account. Techniques are needed to enable people to 'prototype' their future lives in their renovated house. Techniques are presented for discussion.


Workshop leader: (TU Delft, Stella Boess)


Workshop 2:

Engaging users through low-tech visualizations

Visualizations can be used in design to anticipate the use of a product, service or space. There are quite some high-tech tools available for that, but users may not directly engage with them due to technical complexity. In this workshop, participants learn how to develop low-tech visualizations that users can understand, input data, and generate insights for user-centered or participatory design projects. In this manner, low-tech visualization becomes the data-entry interface for high-tech visualization, supporting collaborative and participatory design with actionable data.

Workshop leader: (University of Twente, Frederick van Amstel)


Workshop 3:


"Human emotions are difficult to quantify and qualify.”

In this workshop, the emogram-tool is used to explain and weight emotions and associations of participants to user research on. e.g. a product, service, idea. With the emogram, changes in emotions and weights can be tracked throughout product design. Emogram is based on work of Sabrina Duda from EYE SQUARE GmbH, who developed this method in an attempt to research brand experience."

Workshop leaders: (Saxion, Karin van Beurden and Gerard van Os)

Karin van Beurden is Lector Product Design, Gerard van Os is researcher and teacher Product Design, both at Saxion University of Applied Sciences in Enschede.


Workshop 4:

User engagement through persuasive design

How to motivate or engage construction site workers to keep wearing their safety helmet, using input from persuasive and motivation strategies? Margot will walk through a motivational model and use the safety helmet as a case.

Extrinsic motivators such as obligations do not seem to work. But intrinsic motivators, such as providing comfort or giving insight into safety, help to persuade or engage workers to keep wearing their helmet.

Workshop leader: (Saxion, Margot Stilma and Johannes de boer)

Margot Stilma, senior researcher Industrial Design, Saxion and Johannes de Boer, researcher behavioural safety and ICT, Saxion.


Workshop 5:

Managing stress with serious gaming 

NOTE: this workshop is only available in Dutch!

In this workshop participants can experiment with the Engagementgame: an interactive serious game for managers, aimed at reducing work-related stress among workers and increasing their work engagement. Management involvement in stress prevention is one of the most important conditions for success. This award winning game is an example of a different approach from traditional stress interventions. It provides an innovative, engaging and fun way of working on an emotionally charged topic.

Workshop leader: (TNO, Maartje Bakhuys Roozeboom and Gillian Visschedijk)

event registration
 event registration