De Bruyne Guido

The research focuses on product ergonomics, in which product ergonomics is approached from anthropometric 3D models, physiological 3D models and Physio-Anatomical human-product interaction.

Technique

1. Quantification of human thermal responses. 2. Anthropometry and Statistical Analysis 3. Quantification of helmet safety levels. 4. Computer-controlled design (CAD, CFD, FEM)

Users

1. Designers & Design agencies 2. Medical Doctors 3. Industry

Keywords

Computer aided design, Ergonomics, Helmet, Safety

Dewit Ivo

In an ever-growing experience economy, I advocate that services can and should be designed with the same care as products, with the goal of maximizing the customer experience, journey and all touchpoints. I my research and teaching - but also as co-founder of Service Design Network Belgium - I rethink, reimagine and create every stage and aspect of the interaction between customers and any organization. Using the Product-service system (PSS) design process and tools, we (re)design current and new PSS offerings, offer our experience in how to integrate this design approach and support building the appropriate organizational logic.

Technique

Design research (methodology) Framing methodologies: - Research in Design Context - Design Inclusive Research

Users

Governmental institutions, companies, design agencies, consultancy, etc.

Keywords

Overview, User experience, Product-service systems, Ideation, Design, Design research, Innovations

Du Bois Els

Design for a circular economy | ecodesign | design for sustainability | Specific interest in circular product usage, reuse and designing out single use products => This includes: (i) the FEASIBILITY of qualitative reusable products (shape and materialization to enable a desired reuse, maintenance and repairability, but also quality assurance systems and value chain rede-sign to enable reuse and reversed logistics), (ii) the DESIRABILITY and usability of reusable products (willingness to reuse, trust in hygiene and safety, additional effort versus experience, added value through reuse), (iii) the VIABILITY of reusable value chains (relevant stakeholders, new value chain part-ners, total cost of ownership, logistic flows, and systemic solutions), and (iv) the SUSTAINABILITY of reuse (integrity of sustainable solutions, changing societal needs, legislation and awareness, design ethics)

Technique

- design research, either in the form of research in design context, design inclusive research as well as practice-based design research.

Users

interested in co-creation and collaborative research project together with industry, consumers, citizens, government, and colleagues from academia

Keywords

End of life, Sustainable consumption, Circular economy, Ecodesign, Sustainable materials, Product development

Jacoby Alexis

Research into methods, tools and techniques in order to support or optimize the process of product design, product development and innovation. Focus on the Front-end of Innovation and systemic design problems.

Technique

Design-inclusive research, research in design context, practice-based design research

Users

Innovating firms, governmental organizations addressing design-driven innovation, transformational design and systemic change.

Keywords

Design, Innovation process, Product development

Moons Ingrid

Keywords : consumerbehaviour- sustainability- innovation- co-creation- multi method research My work consists of 80% collaboration at the Faculty of Business Economics (FBE) and 20% at the Faculty of Design Sciences. The research in which I specialized focuses on the adoption of sustainable innovations. On the one hand, this research is about motivational drivers in various market segments. Research was conducted for various product types, products with a high involvement (electric transport), low involvement (food) and services (travel). On the other hand, I engage in investigating how co-creation with different stakeholders can contribute to more sustainable solutions. These studies are part of VLAO and INTERREG projects (the adoption of co-creation and GLITCH). I further refine and specify my research together with five l PhD students. A user perspective looks at how innovations can contribute to the circular economy. Integrating the user experience and perception of materials with a technological view on materials to achieve more sustainable design solutions from the early start of the design process onwards is one example. Achieving more connection in society through urban agriculture and ensuring a more fair access to sustainable food through urban agriculture is a study that started in collaboration with the province and is now being continued in a doctoral project. Examples of other studies are: forms of cooperation that lead to sustainable innovation among SMEs, insights into the co-creative design process for hybrid products, more adapted forms of communication to children, which are increasingly being addressed by advertising in an integrated and interactive way, development of research methods that fit with today's fast-changing world in which we communicate in a more 'mobile' way. Journals in which I published an article are amongst others: Journal of cleaner production, IBR, Sustainability, Journal of Marketing Management, International Marketing Review, Ecological Economics , Journal of Marketing Communications, Young Consumers, Food Quality and Preference, Journal of Environmental Psychology, Journal of Marketing Trends Journal of Brand Management.

Technique

The use of different methods is specific to the way I approach research. This goes beyond combining desk research with qualitative and quantitative research. In my research I combine research techniques from different disciplines, such as for example: a systemic approach, design research, (co-) creative tools, in-depth research with projective techniques, as well as large-scale research (surveys) which include model building (eg. with SEM).

Users

students other universities companies and organizations start-ups specific: companies in an innovation process companies that want to co-create with other stakeholders companies aiming for innovative marketresearch market research agencies looking for innovative research technologies

Keywords

Innovation through customer co-creation, Sustainable growth, Marketing research, Marketing, Marketing strategy

Saldien Jelle

The research in Interaction Design and Smart Products, powered by an expertise in facilitating a Sandbox Culture and "technology brokering", represents a holistic approach to understanding and improving the interactions between humans and technology. This research focuses on both the physical and digital aspects of future products as they are perceived by users. Central to this approach is the development of new prototyping methods and interfaces in Product Design, Human-Computer Interaction (HCI), and Human-Robot Interaction (HRI). The emphasis is on creating engaging user experiences, particularly for smart products within a circular economy, where sustainability and adaptability are key. The Sandbox Culture within this research area strongly connects with the startup culture and Lean Innovation principles. This culture promotes an environment of experimentation and rapid iteration, characteristic of startups and lean innovation processes. The idea of 'fail fast, learn fast', prevalent in startups, is also embraced in the Sandbox Culture. This metaphorical sandbox allows for risk-free exploration, encouraging innovation and creative thinking. In this approach, technology brokering plays a significant role, identifying problems and seeking creative technological solutions. This aligns with the Lean Startup methodology, where minimum viable products (MVPs) are developed to quickly learn from user feedback and make iterative improvements. The research focuses on early stakeholder involvement to ensure product innovation meets real-world needs and expectations. Information interface design is another key area, focusing on making information accessible and understandable to users. Furthermore, the design of open modular systems for smart products in a circular economy is explored, aiming at enhancing product flexibility, customization, and sustainability. This comprehensive research approach aims to not only advance the field of interaction design and smart product development but also to foster an environment of continuous learning and innovation.

Technique

Iterative Prototyping: Key in developing user-centric interfaces, enhancing both physical and digital aspects of product design. Using software like Figma or JS/CSS/HTML for UI/UX design; Arduino and Raspberry Pi for smart product prototyping (electronics). Sandbox Culture: Aligns with the emphasis on new prototyping methods, encouraging innovation without fear of failure. Tools like virtual reality, computational design and 3D modelling software to simulate and test designs in a risk-free environment. Technology Brokering: Integrates cutting-edge technology in HCI and HRI, crucial for smart product design. Utilising AI platforms and IoT development kits to integrate advanced technologies into designs. User Experience Scales: Directly related to UX/UI design, measuring user satisfaction and interactions, via ISO standards and/or scientific UX-scales. Qualitative and Quantitative Analysis: Essential for understanding user behavior in HCI and product design, supporting data-driven decision making linked to UX-testing, utilising python or R for (automated) analysis of (physio)-data. Literature Reviews and Case Studies: Provide foundational knowledge and real-world insights into interaction design and user experience. Sustainable Business Model Exploration: Ties into the focus on circular economy and sustainable design of smart products. Using the SDGs, EU-guidelines and sustainability assessment tools to evaluate environmental impacts.

Users

Product Designers and Developers: Gaining insights into user-centric design and innovative prototyping methods. Technology Companies: Especially those focusing on IoT, AI, and smart product development. HCI and HRI Researchers: Benefiting from advanced methodologies in human-technology interaction. Educational Institutions: Implementing sandbox culture in their teaching methodologies. Sustainability Advocates: Interested in circular economy and sustainable design practices. Businesses in the Circular Economy: Seeking innovative approaches to product lifecycle and sustainability.

Keywords

Circular economy, Interaction design, Internet of things

Vaes Kristof

- 1996 - 2010 - Experience at design agencies and companies: Bulo office furniture ,Achilles Design, TYCO Electronics and Studio Dott. - Expertise and interest in the human side of product design - Specialization in Inclusive Design: Optimizing products & services for the full spectrum of human needs and abilities. Embracing a process that enables and empowers a diverse population by improving human performance, health and wellbeing, and social participation. Keywords: inclusive health, design for wellbeing, social participation, design for health, design & emotion, design for behavior change, empathic design. - Stigma-free design: social acceptance of products and services - Human augmentation: Human augmentation is a thriving, interdisciplinary research field that aims to amplify human abilities through the development of physical or cognitive improvements as an integral part of the human body. - Products and proxemics: The study of human use of space and the effects on behavior, communication, and social human-product interaction: space theory, product-related stigma & social distance experiments - Specialization in human-product interactions: from usability to pleasurability - Fruitful research cooperation with social sciences, psychology, marketing research, bio engineering and others.

Technique

INCLUSIVE DESIGN LAB / Empathy & simulation tools: - Empathy gloves can simulate a user with arthritis: these gloves limit the range of motion, freedom of movement, strength and dexterity (dexterity) of fingers and hand. (Cambridge Simulation gloves) - Empathy glasses simulate various limitations in vision. Stacking multiple lenses further reduces vision.(Cambridge Simulation Glasses) - GERT age simulation suit consisting of a series of separate components. Reductions in sensory motor skills associated with old age can be simulated. (1 fully equipped GERonTologic simulator suit) - Tremor simulator gloves MEASURING EQUIPMENT: - Eye-tracking research: capturing human attention in relation to products, assistive aids, prototypes, etc. Equipment: Pupillabs eye-tracker - Capturing Physiological parameters related to stress and emotion – or integration of sensors that can inform augmented technology: Equipment: Biosignalsplux 4 Channel Hub with 4 sensors: EEG sensor / EMG headband; GSR (Galvanic Skin Response) / Temperature sensor / EKG Sensor (2 sets) - Product and proxemics: Social distance experiments related to product acceptance or rejection (with ultrasonic sensors). - Research through Design

Users

- Inclusive design experts & developers / Belgian Design for All Network - Social Sciences / Social psychology - Marketing research - Human computer interaction (HCI) - Usability experts & developers - Design researchers / Research through design

Keywords

Design research, Inclusive design, Design, Design for interaction, Product-service systems, Human augmentation, Stigma-free design, Engineering, Design education, Product development

Van Campenhout Lukas

Testing both pragmatic and hedonic quality of digital products and systems is part of my field of expertise. Pragmatic quality involves the usability and utility of digital products and systems. Hedonic qualtity encompasses the mental well-being that such products and systems induce in their users. As a long-time design expert at Achilles Design (www.achilles.be), I am a pioneer and advocate of Research through Design, which uses design as a fully-fledged tool for scientific research. I believe that Research through Design, more than traditional research methods, leads to new thinking and innovation. My own research within the UA illustrates this, as does my research with Ground Eight (www.ground-eight.com).

Technique

The form of Research through Design that I apply is based on 3 pillars: design, verification and reflection. In the design phase, an experimental form of design is applied in which interaction scenarios and prototypes are continuously created. The verification phase consists of user testing based on these prototypes. The user testing can be both qualitative and quantitative.

Users

At Ground Eight, I have worked with Flemish manufacturing companies: Audi, Kuka, Xeikon, CnH Industrial (Flanders Make Icon projects), and Colruyt Group.

Keywords

Industrial design, Interaction design, Experimental study, Human computer interaction - hci, Focus group

van Gogh Dirk

Research in creativity and design techniques using the 'integration ideation model (2007)' and the 'inspiration techniques for formgiving (2016)' that leads to the activation of the idea for the design of products and services.

Technique

- 'Forced Serendipity', a way of sketching making explorations in formgiving. - Ideation and sketching from the inner mood as well as from the outer impact. Embodied design methodologies for design practices, focussing on these aspects: -What kind of relation do we have with our products & outer environment? - What relation do we have with our own inner body? - What kind of relation do we want to create with our product environment, guided by inner needs?

Users

- design offices - R&D services in companies - research centers

Keywords

Innovations, Experimental study

Van Rooy Dirk

My academic and applied work for industry and government is very much focused on how behavioural design, psychology and technology can help create positive behaviour change to promote resilience, health and sustainable behaviour. Some of the questions I focus on in my work: How can we promote positive behaviour change using behavioural insights and technology? What are the individual and social biases that shape our thinking, behaviour and decision making? How do organisations, governments and its leaders deal with uncertainty and complexity? I have worked both in industry and academia intermittently for the last 10 years, mostly in the UK, US and Australia. For instance, as senior research fellow I helped establish the ANU Policy Experiments Lab, a collaborative team of researchers and related resources that work on experimental and quasi-experimental studies with an explicit policy focus. As Chief Behavioural Scientist at ThinkPlace, I set up and lead a behavioural insights group that focused on the application of experimental methods and computational modelling techniques to explore behavioural change, social influence, (political) trust, group performance and decision making. I have lead and conducted a number of research projects, funded by industry and government, that focused on behaviour change and behavioural design in the context of climate change mitigation and the circular economy. I have taught (and continue to do so) research methods and data science, behavioural design, statistics and social psychology at Universities, as well as for industry, defense and government clients.

Technique

Advanced applied statistics Survey design, Research methodology Simulation and modelling Ethical aspects of research Social psychological and cultural aspects of technology use and acceptance Social factors in the design of software systems. Behavioral Science Policy Analysis Behavioral Insights Human Factors Human Centered Design Data Analytics Human Computer Interaction User Experience Design Autonomous Systems Mixed Methods Research

Users

Decision makers in federal and local government, local councils and industry.

Keywords

Statistics, Experimental study, Artificial intelligence (ai), Psychology, Research methods, Research management, Research methodology, Behavioural experiments

Verlinden Jouke Casper

Product design and digital fabrication (3D printing/additive manufacturing, robotics, CNC/deformation), supported by embodied interactive visualisation. New products and services based on Advanced Manufacturing. Includes mouth mask and other PPE (emergency production of FFP2/FFP3 respirators in 2020). Augmented Reality and Virtual Reality in the design process. Long-term collaboration with Flanders Make. Cultural heritage and conservation with digital/augmented processes

Technique

3D printing, additive manufacturing, digital decremental and deformative processes, inclusief textiel. Virtual & Augmented Reality (mobile, head-mounted, or projector-based), interactive visualisation, 3D scanning/reconstruction, generative design

Users

Designers (products, clothing, architecture, civil), urban planners, engineers Conservators, museum, retail, historians Households, general public,

Keywords

Product development, 3d printing, Design, Design for interaction, Ppe, Aesthetics, Virtual reality, Cultural heritage

Verwulgen Stijn

Medical device development Ergonomics Physiology Anthropometrics Biomechanics Optimization of human-product systems

Technique

Translation of science and technology into new products Interventiional studies with these new products

Users

Industry Research groups Academic hospitals policy makers

Keywords

Physiology, Biomechanics, Ergonomics, Product development

Watts Regan

Unique blend of skills: My unique expertise lie in translating fundamental scientific research towards the commercial reality. I have a PhD in physics and was a founding member of a photonics test & measurement instrumentation company, Southern Photonics Ltd, in New Zealand. Research: I have five years experience as a professional research fellow. I have more than 70 peer-reviewed publications and have bought in more than 2M EUR in research fundinng, including grants from FP7, H2020, ESA, FWO, imec and IOF and BOF funding. Consultancy: I have performed both industrial and governmental consultancy, covering topics like respirator masks, smart lighting, energy generation and solar modelling and undersea telecommunications.

Technique

Research: I have more than 20 years professional experience in experimental physics and photonic systems. This includes understanding the underpinning theoretical frameworks, the technical competencies required physics and engineering laboratories, data analysis, and dissemination to the academic community. Development: I have practiced the Product Development process (planning, concept development, system level design, detail design, testing and refinement, production ramp-up) for more than 10 years, including manufacturing and and sales/marketing of technology-driven products.

Users

* Research collaborators from within UAntwerpen: I currently collaborate with the following research groups: SPHERE, LEMP, LEH, Vaxinfectio * Research collaborators from within Belgium: I currently collaborate with UGent, imec CMST, imec IDLab, VUB/BPHOT * Industrial partners interested in the development of mouth masks * Governmental consultancy on the relationship between industry, academia and start-up companies * Start-up companies looking for advice on commercialisation strategy * Researchers looking to valorise their fundamental research in the form of a product, including support through all prototyping steps.

Keywords

Energy policy, Health care innovation, 3d printing, Ppe, Technological innovation, Optics, Photonics