MyDayLight is a system of lamps that supports semi-independent people with autism spectrum disorder to organize and execute their daily tasks. It is a part of Jelle van Dijk's research into Embodied Empowerment and the Powertools project.
For this project I further developed the existing prototype, adding electronics and a web interface, as well as a partial redesign of the casing. The web application has a Node.js/MongoDB backend, an Angular 5 frontend. It communicates with the Arduino integrated in each lamp and Google Calendar.
MyDayLight was featured at the Dutch Design Week 2017, as a part of the Work In Progress Exhibition.
Bachelor Thesis Creative Technology
There has been a paradigm shift in design methodology from user centered design towards co-design. During a co-design process users are closely involved as experts of their own experience to maximize user-value of the design output. A user group that hasn’t been involved are individuals with Locked-In Syndrome. This group has lost most or all control over voluntary movement and thereby most ways to interact with their environment.
In this project I set out discover how to apply co-design methodology to design a technical solution with a locked-in individual to enhance his interactive ability. Existing tools and techniques (e.g. probing and scenario-based design) were adapted to form a co-design method suitable for working with locked-in individuals. This method was then applied to design the technical solution with a single locked-in participant.
The developed method has three phases. The main activities in the three phases are a day in the life probing activity resulting in a problem statement, a generative session with scenario enactment resulting in a concept idea and a prototype discussion resulting in a final concept. Each activity had a tangible component and was performed with the locked-in participant in his home context.
After qualitative evaluation of the method and design output it can be cautiously concluded that a focus on tangible interaction is beneficial to the application of co-design methodology with locked-in individuals and individuals with similar impairments.
Shifting Shelters is a concept developed during the Human Product Relations project at the University of Twente. The assignment was to design a pop-up space for the Volkspark in Enschede.
The team used several user-centered research methods including behavioral mapping, semi-structured interviews and a generative session to gather data about the location and related stakeholders.
The raw results where coded and thematic analysis helped to identify the key themes around which several concepts were developed. These concepts eventually led to the final concept, Shifting Shelters.
The moving benches allow multiple seating arrangements and shelter occupants while keeping a connection to the environment thanks to the horizontal orientation of the planks.
Done collaboration with:
Logonadhan Iyer
Marije Linders
Nora Tunc
Thomas van den Berg
Yi Zhang
No Bananas is an animated data story about how bananas might be in danger and why that is a problem.
Race to space is a strategy game based on a simple continuous track mechanism, in which the aim is to launch all of your rockets before your opponent launches theirs. Players can also try to transport a valuable meteorite as a replacement for launching one of their rockets.
The concept of the game was developed together with Kristine Bardsen, who is also responsible for the illustration on the box. We worked with a paper prototype and playtested with different users to come to the final concept.
I designed the CAD models for the game and brought them to life using 3D printing. The metal strips from cans and magnets that I added make it easy to put the pins down and pick them up.
P-BUD (Plant Buddy) is a smart planter that can express the mood and needs of a plant. The idea behind P-BUD is to make taking care of a plant more fun and easy. Having plants in our living and working environment is healthy, and for children it can be a valuable lesson of responsibility.
The user is not only reminded of any actions they need to take to ensure the plant's well being, they can also monitor the plant from anywhere with an internet connection. A social media profile attached to each plant helps people stimulate and support each other in taking care of their plant.
Watch the video for more information on how it works.
The Honours programme of the University of Twente needed flyers to attract the attention of new Bachelor students. The goal of the flyer design was to stand out between the many flyers the students would receive during the introduction week, while incorporating recognizable existing brand imagery used by the university and the honours programme.
Dynamic Balance is a wearable application that helps people with mental impairments like Autism Spectrum Disorder deal with stressful situations by measuring stress levels and intervening when necessary.
The demo prototype consisting of a smart watch (Tizen) and an android application was developed by me.
Designed by Valerie Mencke, part of Jelle van Dijk's resarch into Embodied Empowerment and the Powertools project.
Dynamic Balance was featured at the Dutch Design Week 2017, as a part of the Mind the Step exhibition.
In collaboration with IBM we developed the interactive mind mapping tool Ideablocks. The goal was to design (part of) an ideation space. Each of the ideablocks represent a topic, that can be chosen by the user. Depending on the position of the blocks a mind map will be shown on screen. The physical aspect of the blocks enhance proactivity within a brainstorm session and the combination of different topics yields inspiring images screen.
Initially a paper prototype was made, as can be seen in the video. The second version made out of laser engraved acrylic with adapting LED light is currently located in the IBM offices in Amsterdam.
A design for a character to be used in the instant messaging app Viber.
Blubber is a jelly like character that can take any shape. This means that a plethora of different emotions and activities could be expressed. The whole body can be used to convey a certain message.
Entry for the Viber Stick Fingers competition.
In this case study we developed an interface (physical and in-app) for a drone delivery service. We applied principles human centered design by using several analysis methods (e.g. PACT) and several stages of user testing.
The user can obtain their package by scanning a QR-code they have received digitally. The app gives users an overview of their orders and quick access to the code. Share and print functions allow users several extra ways to obtain their package.
The final physical user interface uses a scanner with light indicators to guide the user through the process, supported by the app.