Non-professional runners make extensive use of consumer-available wearable devices and smartphone apps to monitor training sessions, health, and physical performance. Despite the popularity of these products, they usually neglect subjective factors, such as psychosocial stress, unexpected daily physical (in)activity, sleep quality perception, and/or previous injuries. Consequently, the implementation of these products may lead to underperformance, reduced motivation, and running-related injuries. This paper investigates how the integration of subjective training, off-training, and contextual factors from a 24/7 perspective might lead to better individual screening and health protection methods for recreational runners. Using an online-based Ecological Momentary Assessment survey, a seven-day cohort study was conducted. Twenty participants answered daily surveys three times a day regarding subjective off-training and contextual data; e.g., health, sleep, stress, training, environment, physiology, and lifestyle factors. The results show that daily habits of people are unstructured, unlikely predictable, and influenced by factors, such as the demands of work, social life, leisure time, or sleep. By merging these factors with sensor-based data, running-related systems would be able to better assess the individual workload of recreational runners and support them to reduce their risk of suffering from running-related injuries
Growing volumes of wood are being used in construction, interior architecture, and product design, resulting in increasing amounts of wood waste. Using this waste is challenging, because it is too labor-intensive to process large volumes of uneven wood pieces that vary in geometry, quality, and origin. The project “Circular Wood for the Neighborhood” researches how advanced computational design and robotic production approaches can be used to create meaningful applications from waste wood. shifting the perception of circular wood as a simply harvested stream, towards a material with unique aesthetics of its own right. The complexity of the material is suggested to be tackled by switching from the object-oriented design towards designing soft systems. The system developed uses a bottom-up approach where each piece of wood aggregates according to certain parameters and the designed medium is mainly rule-sets and connections. The system is able to produce many options and bring the end-user for a meaningful co-design instead of choosing from the pre-designed options. Material-driven design algorithms were developed, which can be used by designers and end-users to design bespoke products from waste wood. In the first of three case studies, a small furniture item (“coffee table”) was designed from an old door, harvested from a renovation project. For its production, two principle approaches were developed: with or without preprocessing the wood. The principles were tested with an industrial robotic arm and available waste wood. A first prototype was made using the generated aggregation from the system, parametric production processes and robotic fabrication.
This investigation explores relations between 1) a theory of human cognition, called Embodied Cognition, 2) the design of interactive systems and 3) the practice of ‘creative group meetings’ (of which the so-called ‘brainstorm’ is perhaps the best-known example). The investigation is one of Research-through-Design (Overbeeke et al., 2006). This means that, together with students and external stakeholders, I designed two interactive prototypes. Both systems contain a ‘mix’ of both physical and digital forms. Both are designed to be tools in creative meeting sessions, or brainstorms. The tools are meant to form a natural, element in the physical meeting space. The function of these devices is to support the formation of shared insight: that is, the tools should support the process by which participants together, during the activity, get a better grip on the design challenge that they are faced with. Over a series of iterations I reflected on the design process and outcome, and investigated how users interacted with the prototypes.