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Promotor : Prof. dr. S. Brinkkemper In recent years the focus on business process improvement has greatly increased in industry as well as in public and health institutions. Information systems and especially Business Process Management (BPM) systems are essential to achieve this. Despite success and opportunities for organizations that innovate with BPM applications there are also many failures of implementations caused by both technical and non-technical problems. In many instances it appears that user participation and user involvement are critical to the success of implementation. To overcome the many problems this thesis reports on research that focused on the improvement of the user participation practice. Therefore the main research question in this PhD thesis is: How can user participation in BPM implementation be successful?
In order to empower more people to become more selfreliant in society, interactive products and services should better match the skills and values of diverse user groups. In inclusive design, relevant end-user groups are involved early on and throughout the design and development process, leading to a better user experience. However, for IT businesses not operating in the academic domain, getting access to appropriate user research methods is difficult. This paper describes the design and prototype development of the Include Toolbox, in close cooperation with practitioners of small to medium sized enterprises (SMEs) in IT. It consists of an interactive app paired with a book. The app helps to find suitable research methods for diverse user groups such as older people, people with low literacy, and children. The book offers background information on the advantages of inclusive design, information on different user groups, and best practices shared by other companies.
The user’s experience with a recommender system is significantly shaped by the dynamics of user-algorithm interactions. These interactions are often evaluated using interaction qualities, such as controllability, trust, and autonomy, to gauge their impact. As part of our effort to systematically categorize these evaluations, we explored the suitability of the interaction qualities framework as proposed by Lenz, Dieffenbach and Hassenzahl. During this examination, we uncovered four challenges within the framework itself, and an additional external challenge. In studies examining the interaction between user control options and interaction qualities, interdependencies between concepts, inconsistent terminology, and the entity perspective (is it a user’s trust or a system’s trustworthiness) often hinder a systematic inventory of the findings. Additionally, our discussion underscored the crucial role of the decision context in evaluating the relation of algorithmic affordances and interaction qualities. We propose dimensions of decision contexts (such as ‘reversibility of the decision’, or ‘time pressure’). They could aid in establishing a systematic three-way relationship between context attributes, attributes of user control mechanisms, and experiential goals, and as such they warrant further research. In sum, while the interaction qualities framework serves as a foundational structure for organizing research on evaluating the impact of algorithmic affordances, challenges related to interdependencies and context-specific influences remain. These challenges necessitate further investigation and subsequent refinement and expansion of the framework.
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Gemeenten willen weten hoe zij ervoor kunnen zorgen dat huishoudens blijvend hun afval scheiden in diverse fracties zoals papier, gft en plastic. Het gaat daarbij zowel om het verhogen van de hoeveelheid afval die gescheiden wordt, als het verlagen van de vervuiling van de gescheiden fracties. Er is al veel onderzoek verricht naar gedragsfactoren rond afvalscheiding. Toch bestaan er nog belangrijke hiaten in deze kennis, onder meer omtrent automatisch gedrag dat gedachteloos plaatsvindt. De afgelopen jaren is de aandacht vooral uitgegaan naar zogenaamde nudges die vrij geruisloos het gedrag ombuigen, zonder iets te veranderen aan de onderliggende motivatie. Mensen passen onbewust hun gedrag aan. Hierdoor blijken gedragsveranderingen niet altijd structureel verankerd te worden, omdat onderliggende waarden en motivatie niet veranderen. Een alternatief vormen interventies die het gewoontegedrag onderbreken en mensen laten reflecteren op hun gedrag (rational overrides). Door mensen te confronteren met hun eigen (milieuonvriendelijke) gedrag en te laten zien dat ze met ander gedrag een verschil kunnen maken, kan de onderliggende motivatie versterkt worden. BASSTA richt zich op deze rational overrides. Deze worden ontworpen en getest in nauwe samenwerking tussen industrieel ontwerpers en gedragspsychologen van de HvA, samen met betrokken partners. Eerst op kleine schaal en later met veldtests in geselecteerde wijken van de deelnemende gemeenten Amsterdam, Rotterdam, Den Haag, Alphen a/d Rijn en Almere. Dit leidt uiteindelijk tot een overzicht van interventies, en hoe deze in de praktijk toegepast kunnen worden ter verbetering van de afvalscheiding. Het interdisciplinaire onderzoek richt zich op hoogbouw en gestapelde bouw, waar het verbeteren van afvalscheiding extra lastig blijkt te zijn door de beperkte ruimte voor afvalbakken en de afstand tot inzamelpunten buiten de woning. Het onderzoek wordt uitgevoerd met genoemde gemeenten, publieke instellingen op het gebied van afval (ROVA, Rijkswaterstaat, NVRD, MilieuCentraal, VVM) en gespecialiseerde adviseurs (Giraf Results, De Afvalspiegel).
Evaluating player game experiences through biometric measurementsThe BD4CG (Biometric Design for Casual Games project) worked in a highly interdisciplinary context with several international partners. The aim of our project was to popularize the biometric method, which is a neuro-scientific approach to evaluating the player experience. We specifically aimed at the casual games sector, where casual games can be defined as video or web-based games with simple and accessible game mechanics, non threatening themes and generally short play sessions. Popular examples of casual games are Angry Birds and FarmVille. We focussed on this sector because it is growing fast, but its methodologies have not grown with it yet. Especially the biometrics method has so far been almost exclusively used domain by the very large game developers (such as Valve and EA). The insights and scientific output of this project have been enthusiastically embraced by the international academic arena. The aim of the grant was to focus on game producers in the casual sector, and we have done so but we also established further contacts with the game sector in general. Thirty-one outputs were generated, in the form of presentations, workshops, and accepted papers in prominent academic and industry journals in the field of game studies and game user research. Partners: University of Antwerpen, RANJ, Forward Games, Double Jungle, Realgames, Dreams of Danu, Codemasters, Dezzel, Truimph Studios, Golabi Studios
The SPRONG-collaboration “Collective process development for an innovative chemical industry” (CONNECT) aims to accelerate the chemical industry’s climate/sustainability transition by process development of innovative chemical processes. The CONNECT SPRONG-group integrates the expertise of the research groups “Material Sciences” (Zuyd Hogeschool), “Making Industry Sustainable” (Hogeschool Rotterdam), “Innovative Testing in Life Sciences & Chemistry” and “Circular Water” (both Hogeschool Utrecht) and affiliated knowledge centres (Centres of Expertise CHILL [affiliated to Zuyd] and HRTech, and Utrecht Science Park InnovationLab). The combined CONNECT-expertise generates critical mass to facilitate process development of necessary energy-/material-efficient processes for the 2050 goals of the Knowledge and Innovation Agenda (KIA) Climate and Energy (mission C) using Chemical Key Technologies. CONNECT focuses on process development/chemical engineering. We will collaborate with SPRONG-groups centred on chemistry and other non-SPRONG initiatives. The CONNECT-consortium will generate a Learning Community of the core group (universities of applied science and knowledge centres), companies (high-tech equipment, engineering and chemical end-users), secondary vocational training, universities, sustainability institutes and regional network organizations that will facilitate research, demand articulation and professionalization of students and professionals. In the CONNECT-trajectory, four field labs will be integrated and strengthened with necessary coordination, organisation, expertise and equipment to facilitate chemical innovations to bridge the innovation valley-of-death between feasibility studies and high technology-readiness-level pilot plant infrastructure. The CONNECT-field labs will combine experimental and theoretical approaches to generate high-quality data that can be used for modelling and predict the impact of flow chemical technologies. The CONNECT-trajectory will optimize research quality systems (e.g. PDCA, data management, impact). At the end of the CONNECT-trajectory, the SPRONG-group will have become the process development/chemical engineering SPRONG-group in the Netherlands. We can then meaningfully contribute to further integrate the (inter)national research ecosystem to valorise innovative chemical processes for the KIA Climate and Energy.