Who am I?

About

Vision

Technology is everywhere. It became an important aspect in our daily life. As designers we have the privilege to use all these new technologies. I want to use this technologies to improve the quality of life. An interaction designer can do this by designing in order to motivate and stimulate people. I believe this can be achieved by going back to the nature of humankind: playing. Playing is a natural phenomenon we are all familiar with, since we were kids. Playful interactions and gamification can be used as a tool to teach, motivate and stimulate people in a natural way Playful interactions and gamification can be used as a tool to teach, motivate and stimulate people in a natural way, for example to stay active, help them with rehabilitation or prevent social exclusion.

By combining esthetics and craftsmanship with interaction I want to translate fun and humor into something serious to achieve the higher goal. I believe it is my duty as a designer to help my users with reaching this higher goal. Via a user-centered approach I create joyful moments in people’s lives to stimulate their happiness. Happy people are healthier and vice versa.

Identity

As for my professional identity, I can describe myself as an extrovert, positive and enthusiast person. Since I have a broad interest I can easily adapt to different situations and people. I love to be surrounded by people. I see myself as a facilitator. Searching for collaboration and organizing interesting activities that brings value to all the involved parties gives me energy. I am a team player and creative thinker with a big imagination who improves the communication and the team spirit in a group. As an inquisitive explorer I’m always interested in new trends and developments and try to come up with surprising new ideas to solve problems and design challenges. Something I need to keep in mind is that I could be over enthusiast and start doing interesting things for myself, but irrelevant for the team. This also has a plus side. It makes me see details someone else misses. It makes me good in making connections between different areas and to stay open minded and willing to try out and explorer new fields. I also love to make! I face projects with a hands-on approach. During my bachelor I developed a natural strong sense for form and aesthetics.

Swingo

Final Bachelor Project

Let's swing together!

Swingo

For the execution of by Final Bachelor Project, I choose the Vitality squad. This squad suits me since I can put my interests in playful interactions and gamification good in practice. The squad is about stimulating, motivating and helping people in staying active and having a healthy lifestyle.

Within the vitality squad I choose the project Smart Playgrounds. The project is in collaboration with the Richard Krajicek Foundation. The foundation focusses on realizing playgrounds in disadvantaged neighborhoods in Dutch cities. Their mission is to motivate and coach children and youth to play and sport together close to their homes. In this way they can develop themselves in a healthy and positive way in a safe environment.

By creating a versatile and interesting play object that can be used on the playgrounds, I want to motivate children to come to the playground and play together outside. To achieve this I developed Swingo. Swingo is the result of interviews and observations studies and a co-design session with children.

Swingo is a playful interaction that aims to stimulate and motivate children to go to their local playground and play outside together. Swingo informs children when there are others playing on the swing at the playground by making a connection between this swing and a mini swing in the home environment of the children via the WiFi network. Swingo comes in a Do-It-Yourself kit. These kits can be provided to organizations that are hosting activities on the playground such as the Krajicek foundation. The kits can be ensembled as a activity with the children, in order to stimulate social connections.

Creativity & Aesthetics

Throughout the project I tried to work as visual as possible. During my bachelor I developed a certain style of draughtsmanship and communicating my ideas. I tried to show my own style as much as possible.

Also by making different iterations on the design by making use of sketches or cardboard models, I tried to find the best an natural way on how to visualize activity on the playground. This also helped me to communicate my ideas to others. These iterations resulted in the final design of Swingo. A connection between a real swing and a mini Swingo. The mini Swingo comes in a Do-It-Yourself kit. The box of the kit and the different parts to ensemble the mini Swingo are lasercut.

Technology & Realization

For this project I was able to build an interactive system and show this on the Demoday. By including different sensors and actuators, the audience could experience the interaction of my prototype. I was able to make a wireless communication between the big Swingo and the mini Swingo, which was new for me. I did this by using two Wemos D1 mini lite which contains a ESP8266 module that can connect to MQTT. MQTT is a protocol who makes machine to machine communication possible. Also by testing different sensors to detect the swinging movement of the Swingo, resulted in a better functioning demonstrator.

User & Society

For this project I tried to really find the added value for my users, the children. By involving them and other stakeholders such as the Krajicek Foundation and T+HUIS I received valuable insights and information. This information was retrieved by interviews, observations studies and a co-design session. During this project I really wanted to design with the user instead of for the user, since in the end, the children are the experts. Especially the co-design session with 10 different children resulted in a lot of valuable input for my design.

Math, Data, & Computing

During my Final Bachelor Project I learned how to execute a co-design session. This resulted in very valuable input and insights for my project. I learned how to analyze this qualitative data of the co-design session and implemented the conclusions in my design.

Also, to achieve a good functioning interactive prototype, the Wemos I used had to manage different tasks at the same time. Therefore I learned how to develop a prototype with multi-tasking capabilities. This also resulted in very clean and organized codes, which made it easier for testing and debugging

Business & Entrepreneurship

Already in an early stage I tried to map the different stakeholders of the playground van Gentplein. I did this by making a stakeholder map. Also I used the Platform Design Toolkit designed by Simone Cicero. This toolkit provided different canvases which helped to envision the ecosystem of the playground. It provided me with a list of entities that are already trying to exchange value in the ecosystem. The toolkit gave me a good understanding on how I can create value with my design for the children.

Also throughout the process I worked together with different experts. I used their insights and experiences to iterate and create a better final design.

Design & Research Processes

To accomplish an interactive system as a final design, it is important to implement the different competencies in your design and reflect on it. In contrast to my previous Final Bachelor Project, which was in a multidisciplinary team, I executed this project alone. Therefore I tried to implement the different competences parallel to each other as much as I could. By going through an iterative design process I managed to create a functional interactive prototype.

Reflection

One of the reasons I choose this project was that it gave the possibility to design for children. For my B2.1 project A.I.M. I also designed for children and really enjoyed this. I experienced this is still a target group I really find interesting to design for. Children are so creative and enthusiast, this really gave me great energy. Also designing for my target group was sometimes challenging for me. Since I am not a teacher, I was glad that for example during the co-design session an intern with a pedagogical background was present. Also sometimes it was hard to reach out to the children, since they weren’t yet present on the playground. But I managed to find the right contacts to get access to the children to for example execute my co-design session.

This was the second time I had to execute my final bachelor project. I did my previous final bachelor at TU/e innovation Space. This was in a multidisciplinary group with students from different departments. Since we were in a group with different expertise’s, this caused that I focused more on one competence area (Creativity & Aesthetics). Therefore it was important to for my second final bachelor project implement the other competences. Also since I had to execute this project alone, it was important to keep on track. At the beginning of the semester I made a planning of the project, which included different stages of a design process. I experienced it was harder than expected to keep on track. I was too afraid to make decisions and choices. This caused that my concept staid vague for a very long time without a clear goal. I wanted to take all the opinions and wishes of the different stakeholders into account. When Demoday became more close I had to push myself in finalizing the concept and stick with that. I realized that I couldn’t solve all the problems in the world, I had to pick one and focus on that. I learned that I have to trust the designer in me and rely on me gut feeling. I learned that I don’t have to worry about making the wrong decision, I can always adjust and iterate on the concept. Also to keep track of all the steps I took throughout the process, I wrote an short reflection and an short reflection of what I did every week. This really helped me to keep the overview of my process and with writing the report.

During the project I wanted to see if I could implement the knowledge I gained during the course package Design for Games and Play. During these courses we had to work for example with the MDA model and lenses of play. Eventually it was harder to implement these theories, since I had troubles with decision making. But in the end I managed to do make a playful interaction, which matched my goal to make a physical playful object.

Another goal I had for my final bachelor was to use my visual skills to come up with new iterations and to communicate my ideas to the stakeholders and receive feedback from them in an early stage. I noticed that I had to push myself in not making every sketch perfect since this isn’t needed to communicate the idea. I needed some more time to realize that I had to go out and contact stakeholders and users. At some point onwards I realized I had to do what I am good at. I am a person that gets exited of talking to people and finding ways to collaborate. I learned that I can’t design within my safe designer bubble, I have to go out and involve the users/stakeholders, because this gives me energy and suits my personality.

This also relates to the goal I had to conduct a qualitative study and possible a co-creation session with the children. I achieved this goal. I was able to set up a co-design session for the first time. This was something I never did before and I experienced this is a great way to really involve your users and design with them. I would definitely do this again in the future. I analyzed the session by using the process of coding qualitative interviews as a guideline. This resulted in eight categories from which conclusions can be drawn. These conclusions were valuable output for the requirements of my project and gave guidance to iterate on my concept. For the next time I should add another warming up exercise to get the children even in a more creative mindset.

My last goal was that I wanted to realize a working technical prototype on the Demoday, in which I succeeded. It was already some time ago I worked with the Arduino environment and electronics, so I had to “warm up” a little bit, but I pushed myself to go through with it. I experienced some troubles with playing audio files, to make the big Swingo talk. This was very frustrating, also because the employees of the E-Lab didn’t know the problems. When I tried different ways, but still didn’t manage to play audio files, I came to the realization that I should focus on more important parts. The important part was to realize a stable interaction between the mini Swingo and the big Swingo. I learned myself to set up a wireless connection between the two using Wemos, which was also new for me. In the end I think I achieved a certain depth in my codes and I learned to search for more options/different ways to reach the wished result. I made a lot of progress in my programming skills of which I am very proud.

What did I learned?

Competence Development

Overview of my Competence Development

Growth

Creativity & Aesthetics

As a designer you are expected to be creative and generate new ideas. Exploring new fields and techniques is needed to generate strong concepts. The aesthetics are a very important aspect of your design, since this will be the first thing your user get in contact with.

During all projects and courses of the bachelor I was trained to generate new ideas and concepts in a natural way. I learned to communicate these ideas by making use of visuals or prototypes. I also developed a very good sense for form and detail. The course Exploratory Sketching (which teaches ho to visualize and render your ideas in professional drawings), my internship at Pillo (whereby I had to generate new concepts and make wireframes for an app), the course Trends Cockpit (in which I learned to make style DNA’s) and the projects I did in the Wearable Senses squad (where I learned to combine craftsmanship with modern technologies such as 3D printing on textiles) contributed to this. By going through an iterative design process I strive to achieve an aesthetic good quality.

Technology & Realization

Designing is also about exploring new technologies in order to create new innovative concept. A good understanding of the feasibility of these concept is needed in order to get your concepts realized in a real product. Knowledge of different disciplines is needed in order to communicate with other engineers.

Throughout the bachelor I learned how I can realize my ideas and concepts in to real projects. The courses Creative Electronics and Creative Programming gained me the basic knowledge of the technology. Within my projects I extended this knowledge. Within the wearable senses squad I was introduced in making wearable sensors and actuators. This knowledge was implemented in the project A.I.M. in the Vital Play squad in order to develop soft pressure sensors.

I also realized that it isn’t always necessary to know everything about the technology. During this bachelor I learned how to communicate my technological wishes or insights and adapt to this since I gained a understanding of for example Unity. I experienced this especially during my courses in Design for Games and Play. I knew how to communicate the game concepts in such a way the students from Software Science were able to develop it.

User & Society

As a designer you always have to keep in mind who you designing for and what would be the impact of your designs. To achieve a (playful) effect on the user experience it is important to involve the people who you designing for as main stakeholders in the design process.

In the bachelor I learned to involve the users in a very early stage in the design process. Through projects and courses I executed different user research methods such as questionnaires, interviews and observation studies. I learned how to evaluate and collect their insights and implement them in the process. I experienced that you have to look critical at the abilities of the user in order to create value for them. The USE learning line Decisions under Risk and Uncertainty learned me to look in an ethical and political way at the risk a scientific or technical design decisions could bring.

Business & Entrepreneurship

In order to put an idea into a real project, a designer needs to be able to look at the different value propositions of the project. You need to have an understanding of business in order to involve the right stakeholders in your project and communicate your ideas to them.

Over the years of my bachelor I learned to involve and work with different stakeholders and apply their feedback, needs and wishes in my design process. This resulted in products with a stronger market proposition. For example within the project A.I.M. we worked close together with the company Janssen-Fritsen in order to innovate the gymnastic equipment’s they develop. Also within my internship at Pillo I really experienced that having a product with meaningful value will help expanding your network, which is key for a start-up. Overall I think I grew the most in this competence during my board year at the study association of industrial design Lucid. As commissioner of external affairs I was responsible for reaching the sponsor goal of the association. This board year thought me to communicate and organize activities with different kind of stakeholders and really make companies aware of the added value of an Industrial Designer.

Math, Data, & Computing

Every day, the amount of data that is being collected grows. As a designer you need to be able to handle with this data in the right way. Being able to analyze the collected data and use it as input and output for your designs is really valuable.

During my bachelor I learned how to gather quantitative and qualitative data from users by setting up user studies. I learned to analyze this data and implement the conclusions in my designs. In courses like Creative Programming and Digital Craftsmanship I learned how to use algorithms in order to create patterns and visualization. Also I developed the knowledge to program my own website in HTML and CSS. During my USE learning line Decisions under Risk and Uncertainty I was introduced to cryptography and cryptanalysis in order to secure data.

Design & Research Processes

For a designer it is important to know how to run a design process and which process should be used for different kind of projects. You need to know your stronger and weaker points in the process. As a designer you need to be able to reflect on your approach from various angles and perspectives.

Throughout the projects I executed in my bachelor I learned to go through an iterative design process. I learned to implement my knowledge of the different competences and approach my projects from the different perspectives. I learned to reflect on myself and the process. During my bachelor I executed different kind of processes such as an research or explorative process. I learned not to be afraid to try a different approach when this is needed.

Teamwork & Communication

As a designer you will be working with a lot of different stakeholders and experts. Therefore it is very important to be able to collaborate and communicate with them.

Within my bachelor I learned who to communicate with people. Working in multidisciplinary teams and doing a board year thought me how to communicate my ideas with people with a different backgrounds. I learned to do this for example with making use of videos, visuals or quick prototypes. I learned to take different roles in a (design) team. I could be the manager of a team when guidance is needed, but also execute tasks someone else gave me. I experienced that I am the ‘glue’ between different disciplines and stimulate the creative process. I learned to organize and facilitate big activities and take responsibility.

Self-Directed & Continuous Learning

In order to face new challenges, a designer needs to keep improving himself. As a designer you do this by always exploring new technologies and teaching yourself new skills.

The bachelor Industrial Design learned me how I can teach myself. I learned how to reach the goals I set and which skills are needed to achieve these goals. It learned me to have an open mind set and always explorer new possibilities. I learned to use existing resources and build up on that. Also I learned to always keep reflecting on myself, on my process and on my projects in order to keep on improving and becoming a better designer.

A short overview of my projects and courses

Work

C&A, U&S, B&E

Internship

Pillo

Pillo is a start-up and has an actual pillow as game controller. Pillo makes playing games together accessible to everyone, also for people with an (mental) disability.

During my internship I created a model which gives an overview of the different levels in games and their required skills and properties. Different iterations of the model were made resulting in the final version of the model. With this model, I developed new game concepts for specific levels with their matching abstracted requirements in mind.

During this internship I realized that great understanding of the user you designing for is needed. Looking critical at the model and the abilities of the user resulted in better fitting game concepts

C&A, U&S, D&RP

First Final Bachelor Project

Partect

For my first Final Bachelor Project (FBP) I decided to choose a project at The TU/e innovation Space. This is a new concept of the TU/e which stimulates working in multidisciplinary teams. The projects offered at innovation Space are in collaboration with companies, startups or student teams. Therefore, the link between the projects and the industry is really close. For me, this was why decided to do my FBP at innovation Space.

Within innovation Space, I choose the project “Parkinson Detection – How do people walk?” with prof.dr.ir. Aarnout Brombacher from the Industrial Design department as project owner/client. This project is done in collaboration with researchers from the Department of Neurology at the LUMC. They conduct research into patients with Parkinson’s Disease.

This project aims to get an accurate detection of the Freeze of Gait event at Parkinson’s patients. Freezing is the temporary, involuntary inability to move that affects the patients with Parkinson’s disease. It looks like the feet of the patient are glued to the ground. To detect this, it was important to have a measuring stystem that is able to measure the behaviour in an unobtrusive way in order to tackle the “white coat syndrome”. The patients behave differently in front of a clinician.

For this project an unobtrusive wearable with an integrated sensor system is developed in order to detect the Freeze of Gait at Parkinson’s patients in daily life. Acceleration movements of walking behavior are analyzed and visualized.

C&A, T&R, U&S, D&RP

B2.1 Design Project

A.I.M.

A.I.M. is a new device to be used during PE classes and stands for Approachable Interactive and Motivating. A.I.M. tackles the less positive feeling of a bench by adding a playful feel, the feel of the mat, as the wooden seat is replaced by a mat.

Touch sensors and LEDs are integrated in the surface. These electronics allow the user to play games with A.I.M., games that motivate different sports characters with fun interactions in order to prevent social exclusion.

Through this project I discovered I liked motivating people, in this case children, by making use of fun interaction.

C&A, M,D&C, D&RP

Course Package

Design for Games and Play I, II & III

During this course you learn theories of interaction design, game design, user experience, psychology of games, testing and evaluation. In a multidisciplinary team you combine a theoretical and practice-based approach to develop serious games and playful concepts.

During this course a serious game in order to explain the study Software Science was developed. During the next quartile a playful interaction for one of the footbridges of the TU/e was created.

This course package learned me to implement and design with different theories such as the lenses of play and the MDA-model. During the projects of these course in a multidisciplinary team I really was the "glue" between the different expertise areas. I learned to give guidance and share my knowledge in order to come up with new game concepts.

C&A, T&R, M,D&C, D&RP

B1.2 Design Project

Whirl

Whirl is a multi-user that is designed for Philips Hue. It is an iteractive light system that can be used for flex spaces. A flex space is a place where different activities can be executed, such as presentations, meetings, brainstorm sessions or individual work.

With Whirl you can set the light to your own preferences. Instead of one person controlling the light, Whirl is designed to create the prefered ambience for everyone.

The multi-user aspect of this project really interested me. Testing the interactions of the prototype with real users in a company setting really triggered me.

C&A, T&R M,D&C

course

Digital Craftmanship

This course explores the possibilities of modern craftsmanship by making your own shoe. It teaches that you can't think for the material, you have to think with the material.

During this course a service to create your own personal insole was developed. By implementing mathematics, patterns are generated to create these insoles.

Through this course I became familiar with the embroidery machine as well as implementing mathematics to convert measurements to digital patterns. I liked the hands-on approach this course had.

C&A, U&S, M,D&C, D&RP

B2.2 Research Project

3D Printed Textile Experience

One of the new opportunities that 3D printing techniques brings are printing textures on textile. 3D printing can be a way of changing the hand of textile and thereby changing experiences. This design research project aims to describe the perception of the users' point of view of those new textures.

During this project we also looked at integrating 3D parts into clothes in order to create modularity.

This project learned me how to do research through design and write a paper. I learned to work with a methodology and analyze user interviews. Also, I discovered different techniques of 3D printing on fabrics.

Things I did besides my study

Extracurricular

U&S, B&E

Board Year at S.V.I.D Lucid

Commissioner of External Affairs

As Commissioner of External Affairs of the Study Association of Industrial Design Lucid, I was responsible for the acquisition of Lucid. During my board year I learned to keep in contact and negotiate with external parties on a professional level in order to set up an collaboration.

Additionally, I liked to work close with people and facilitate them with interesting activities. For me it was important to offer our students career-oriented activities to support their professional growth. Not all students are aware that building up a network is very important. Also I tried to make companies aware of the qualities of an Industrial Designer and convince them they need Industrial Designers in their company.

Next to organizing career oriented activities with com¬panies, I was also the one who supported committee members who were responsible for the acquisition within their committee.

C&A, U&S, D&RP

Design Challenge

Breman Design Challenge

I participated in the Breman Design Challenge. This challenge was all about designing the house of the future. We looked at creating a product/service in order to predict when maintenance is necessary. Experts of the real estate sector were present to create a connection with the market. The expert jury declared my group as the winners of the Breman Design Challenge.

C&A, U&S, M,D&C, D&RP

International University Contest

Konica Minolta

I participated in the Konica Minolta International University Contest. Different universities around Europe were participating. The challenge was to come up with an innovative proposal to improve the information workflow at your own institution. We looked at how the communication workflow between student and the TU/e could be improved. My group was nominated in the top three of the Netherlands.

U&S, B&E

TU/e Career

My Future Awareness Committee

I am a member of the My Future Awareness Committee of the TU/e. Myfuture.tue.nl is a platform which provide students an overview of all career related activities, organized by TU/e affiliated parties. As My Future, we want to make students aware that is important to think about your career. This year, to promote the platform, we organized the My Future Day. At this day the TU/e turned pink and at every affiliated party, a career related activity was host.