INTERACTION DESIGN: SOCIOLOGY SUPPORTED BY TECHNOLOGY
My passion is to question the link between sociology and disruptive technologies (e.g. sensor tech, IoT, AR/VR). What are the trends? What are the pros and cons for user and society? How can we use these technologies to create beautiful experiences or to contribute to societal issues?
I envision a future where luxury is about poetic satisfaction. This means in practice that I enjoy to make designs that:
- allow for some freedom of interpretation
- focus on the senses
- engage movement of the whole body
My method is making prototypes in quick iterations. Tools I use are programming (Arduino/Processing), modelling by hand (e.g. woodworking, sewing, scrap modelling), and rapid prototyping (3D printing and laser-cutting). I test and adjust my ideas rapidly in the real world with real people.
I study a master in Industrial Design (Eindhoven University of Technology, The Netherlands) with a specialisation in Interaction Design. Furthermore, I am a consultant in design and innovation for SURE Innovation (a consultancy firm for high-tech companies). Managers, coaches and team members describe me as eager to learn and passionate, a straightforward, reliable and open-minded team player, with perseverance and a hands-on attitude.
hej! how are you?
Interactive dance installation
programming, art, mathematics, kinect,
inviting for whole-body movement
combining mathematics, art and dance
INDIVIDUAL project, 3 weeks part-time, DEC 2017/JAN 2018
Algoritmisch Ritme intrinsically motivates people to move and explore their bodily potential. The projection art responds to movement of the core body, which is an unusual interaction in the field of Human-Computer Interaction (HCI) and inspired by my previous research about how tango dance can inspire HCI: dynamic movement starts by shifting your balance in the core. This projection was created with the mathematical principles of a recursive function (a function that recalls itself), fractals, and angle calculations. This project is accepted for the Bridges Stockholm 2018 conference (one of the leading conferences in mathematical art)!
design inspired by tango
sweden, interaction design research,
explorative prototyping, rapid prototyping,
inviting for whole-body movement, inviting for intimacy
making people dance together
5-months internship at rise interactive umeå, sweden, FEBR - JUNE 2017
I feel that many qualities are hidden in tango dance. What makes people want to be so close to each other and move together? Why do we perceive tango as a beautiful act? Moreover, how can it be that the interaction between the dancers is so intuitive? I performed a research project, with a final deliverable that makes it irresistible to people to dance together.
RISE Interactive Umeå is a research design studio in the fields of interaction design and experience design. They focus on creating poetic and playful interactions. Their project MoCap Tango aims at revealing the poetic qualities in tango dance, to be applied in design. During the Midnight Light Tango Festival in 2015, they performed motion-tracking on world-class tango dancers and translated these movements into digital sculptures. Because of my focus on designing for the senses, my passion for dance, and my wish to do an exchange to Sweden, I was invited to build further upon this project.
My experience abroad
The first of February I arrived at the arts campus: the second home in the middle of the snow for many creative talents. It does host not only the studio but also several art-faculties of the university from which the Umeå Institute of Design is the most famous. Around the campus you will feel a bright-minded and supportive atmosphere: people believe in change and work hard to achieve their ambitions. Within the studio I found myself in a highly international group: the studio hosted nine nationalities, and we all came together (including friends) during the Friday drinks!
As one of my learning goals was to learn about the design process in the studio, I followed the design process of dr. Jeroen Peeters who was my coach and expert on designing for aesthetic experiences. The process started with defining the field of interest (defining the "design programme"). I continued by quickly iterating and making plenty of prototypes to get a feeling for the possible range of designs (executing parts of the design programme, defining the "design space"). The process was finalised by a longer iteration in which one design is crafted in more detail and qualitatively validated.
Executing the design programme
As I said before, the design process started inspired by MoCap Tango, with the aim to translate the data of the movements of professional tango dancers to an embodied experience. An interactive dance floor was created, with the movements of the feet of the professional dancers as a visual element. I learned that visual elegance could be not only beautiful but also inspiring.
In the following four iterations, I researched the interaction between the dancers. What does it mean to be physically connected? I learned five more qualities:
- allowing for expressive movement (e.g. by providing enough floor space and designs that support this)
- feeling the movements of someone else
- seeing your movements being enlarged
- being consistently in the intimate zone of someone else
- inviting for touch, the physical point of contact
The next step was to trigger people to start dancing. In the fifth iteration, I tried to inspire people to move by giving random signals. Although I had lots of fun with my participants for the user-test, it didn't work. I learned that movement starts with a dynamic balance in the core-body, not from random blinking LED’s or vibrations in the legs or hands. In the sixth iteration, I played with the movement of powerful magnets: from a distance, you could flip the magnet in the hands of someone else: it was almost impossible to resist the tendency to move with the magnet-play.
What would happen if you would use the irresistible movement of the magnets to create a new dynamic balance in between the core-bodies of two people? As a first try-out, I ruined two old GoPro-harnesses and magnets that I had ready at hand. The two "suits" were repelling to each other.
Final design decisions
I choose this topic to elaborate upon further. I selected neodymium disk magnets (the strongest of its kind) with a strength of approximately 22 kg and a proportion that allows for stacking the magnets to double its force (you can create a magnet stack as long as the stack is half as high as the diameter of an individual disc magnet). On the left, you see the prototype that I made to experiment with this. On the right, you see the final construction that I made. I choose to make the magnets demountable as they are expensive (and in case something breaks, neodymium magnets are fragile). Particular attention has been paid to the durability of the construction and safety for the participant.
I organised a mixed-method evaluation. The interest was both in mapping the experience from an open point-of-view, as in representing to what extend flow, intimacy and a rich kinesthetic interaction is achieved, as this formed the primary interest to start exploring tango dance in the first place. Participants first experienced the prototype. The experience is recorded for behaviour observation. After this, an open question interview and a questionnaire followed.
The questionnaire was build up from The Flow State Scale (to measure the experience of flow), the Functional Analytic Psychotherapy Intimacy Scale (to measure to what extent participants felt emotional intimacy) and questions derived from the framework of Kinesthetic Interaction (to assess the experienced richness of interaction). Eight participants were selected through convenience sampling, resulting in a sample of people working in or close to the studio. An equal distribution of gender, a wide age-range and a wide nationality-range was aimed at.
I have written a full paper about the results that I've found, and if you are interested, I can email it to you. The evaluation was unique and touching. In a country where people seem to avoid social contact, I have seen colleagues dancing together, I have seen employees dancing together with their boss, and I have seen people who were almost strangers to each other dance together. On top of this, they all participated in a very gentle and explorative way.
What I learned
It happened to me that there were moments where the research felt a bit improbable, especially when talking to highly scientific people (I presented my work to medical researchers). But as I strive in my work for creating aesthetically pleasing and engaging experiences, it makes sense to me that it is worth to look at existing experiences that contain the qualities that I am looking for to create. What are these qualities, what happens if I abstract them? Thanks to the feedback of my excellent colleagues at RISE Interactive I did not only had a great time in learning how to do this, but I also strive for applying these abstracted qualities (like visual elegance, enlarging movement or interaction starting from the core body) in my future work!
being someone else in virtual reality
human-centered design, sociology, story-telling,
persuasive experiences in human-computer interaction (hci),
increasing gender equality, stimulating empathy
experience sexism from the perspective of the other gender
team project, 14 weeks part-time, sept - dec 2016 | download paper CHI PLAY'17
My roles in the team: concept development, user research, experience design, business development
Through Pink and Blue Glasses is a virtual reality experience through which you can feel what it is like to be another gender. We started by interviewing people, and we felt touched by how easy you can get very personal stories about how sexism affects them (both women and men!). These people’s stories were used in to design our experience, meaning that everything you experience really happened.
In the game, you start with selecting your character. The experience around you differs depending on who you choose. Then, you can access a bar, office and toy-store through a lift. You can literally switch your perspective by switching who you are, and experience how others are treated differently than you.
People responded affected, sometimes even emotionally, and they started reflecting. We were so enthusiastic about the project, that we took it further: a paper about this project was published in CHI Play 2017 (ACM SIGCHI conference about games and human-computer interaction), it was exhibited at the Dutch Design Week (Mind the Step exhibition) and we received third price for the Social Design Talent Awards (by the municipality of Eindhoven)! Right now, we are looking for ways to scale up the project in collaboration with BW Ventures.
carpooling with strangers
interactive materiality, product design,
human-centered design, programming,
design for sharing-economy, stimulating social behaviour
carpooling: from social discomfort to social opportunities
Individual project, final bachelor project, 14 weeks part-time | VIDEO, FEBR - JUNE 2016
Carpooling is an environmentally friendly and highly social trend. To address the barrier of communicating with strangers in a car, I designed Wally – a shape-changing mirror. I observed that people already use their rearview mirror to keep an eye on their kids. This mirror is to have eye-contact with your passenger. When the traffic needs attention, or when someone in the car does not want to have a conversation, the mirror turns to a frosted state.
design for lower back pain
prototyping, screen interface design,
branding / graphic design, design for health
exercising: do you do it? & do you do it right?
Team project, bachelor, 14 weeks part-time | VIDEO, FEBR - JUNE 2015
My roles in the team: prototyping, interface design, graphic design
Patients with lower back pain tend to lack the coordination and motivation necessary to rehabilitate. Mirrorcle is an exercise mirror, designed in collaboration with prof. dr. Annick Timmermans from Universiteit Hasselt. The exercise mirror tracks the body position using a Kinect and projects feedback by projecting light behind a one-way mirror. This concept was designed by another design team. When our team enrolled, our challenge was to make the design elegant and portable, to further develop the concept and to promote it to an innovation contest, resulting at the third price at the TU/e contest (an innovation contest held by the university)!
human-machine interface design
virtual reality, product design,
human-centered design, cad-modelling,
design for an unfamiliar target group
the perceived complexity of a high-tech agricultural machine
4-months internship at diverto technologies b.v., the netherlands, SEPT - DEC 2015
The Diverto-QS100 (a multifunctional agricultural machine) challenged the perceived complexity of the Human-Machine Interface (HMI) among its' potential users. My job was to design an explanation of the HMI to convince customers of the current design and to propose a new design for the right-hand armrest with integrated HMI.
CONSULTANT IN DESIGN AND INNOVATION FOR TECH-COMPANIES
SURE Innovation makes the scientific knowledge and new technologies that are developed at the University of Technology Eindhoven available to entrepreneurs. Our clients are mostly SME's with a wide variety of disciplines with an innovation-question. My responsibilities are brainstorm-sessions and projects that are in the early stage of concept development.
CONSULTANCY work at SURE INNOVATION
HOBBIES AND SIDE-PROJECTS
designer by day, designer by night! and there is breaks
To clear my soul, I spend my time outside (preferably free-riding on the back of a horse), dancing, and exploring art. In the weekends, I take care of a horse named Valeska, and together we explore the forest. With my student-dancing association Footloose we enjoy modern dance and hip-hop, which often results in going out with good moves on the dance-floor. To unleash excess creative energy, I love to cook, explore photography and paint!