ABOUT

I am an Interaction Designer who graduated from HKU (Utrecht School of the Arts). Previous to the HKU I finished a study in Graphic Design at GLR (Graphical Lyceum Rotterdam). I am 32 years old and live in a lovely and green community in Delft (The Netherlands).

Fresh foods and nutbread from the market make me happy... Skating in nature gets me zen... DIY projects vent my creative urge... Interaction Design makes me observe, analyse, question, search, learn, try, create, do, ideate, test, play, implement, explore and so much more.

EXPERTISE

Analysing and exploring relevant and targeted research in order to develop meaningful concepts.

Making a concept understandable and tangible through infographics, diagrams, flowcharts, wireframes, one page design documents, etc.

Designing user oriented interfaces and other venues in an adaptive and scrum process, which look and feel good.

Working in teams in a collaborative way, as well as individual, to join strengths and forces to attain an optimal end result.

INTERESTS

Gamification, motivation and behavior, digital tools, information design, social/communities and visual design.

SKILLS

Adobe Illustrator, Photoshop, Indesign and Flash, HTML/CSS, React, AS3, Git, SVN, Proto.io, Microsoft Expression Blend, Eclipse (Android SDK), Arduino, Processing (Processing.org), OpenFrameworks (openframeworks.cc), XML.

Nerdalize

cloud computing platform

Nerdalize is was a start-up company that builds a different cloud; they're placing their servers at peoples homes. This results in a sustainable solution, because the residual heat generated by the servers is reused to heat the water in their boiler while also saving costs and energy because there's no need for a datacenter. This enables the cloud compute user to scale up their computations without wasting CO2 and money. Besides the hardware there's also software, or tools, to enable the user to use these servers.These tools are a mix of existing tools within the field of other parties (Kubernetes, using Docker images, Rancher) that co-exist alongside the tools Nerdalize build themselves (Nerd CLI, Virtual Machine offering, and a multi-cloud dashboard). I mainly worked on the multi-cloud dashboard which enabled the user to manage their compute jobs, clusters, virtual machines, payment plans, projects and teams.

The platform (multi-cloud dashboard) needed to be build from the ground up. I was hired to design the user experience and user interface and do some front-end development together with the front-end and back-end developers. This meant I had to dive into the world of compute, which was fairly new to me, to be able to know what I'm designing for. I did user interviews to get an idea of their type of compute use and according needs, did field research to get to know what competitors were doing, was involved with workshops given to early adopters and learn from them, and thus formed a better idea of what cloud computing now a days is about and what the future might behold. We started creating a fairly simple dashboard to start of with and this evolved and changed over time as more functionalities and users needs were incorporated. Unfortunately Nerdalize filed for bankrupcy and our mission had to stop.

At Nerdalize we worked as teams in a scrum and agile manner. We worked with sprints of 2 weeks, with backlogs, did sprint planning together and had sprint reviews. Milestones were used to plan on a larger scope. As a daily routine we started the day of with a stand-up.

My input: UX research, concept development, user experience design, interface design, icon design.
Project duration: 1,5 years (2017 - 2018).

MYBESTSELLER

self-publishing platform

MijnBestseller.nl, Mybestseller BV, is a self-publishing platform that lets people publish their book themselves; from creating to selling. It guides you through the creating and publishing process, offers various services (editing, cover design, translation, etc.) provided by professionals that can be requested, selling your book on different channels (Bol.com, Amazon, iBookstore, Google Play, your own webshop and national retailers), and boosting the sales is made easy with the promoting tools and sales insights as well as customer insights. At the same time the platform is a white label platform for companies, universities, organisations, etc., like Bol.com with it's platform BraveNewBooks.

The platform was in a stage where it needed a total review of its design to improve the usability and user experience of the platform. This is where I came in. I kept busy with targeted research and user testing, re-conceptualising and designing the General User Interface as well as mapping out the primary and secondary needs and wants of the user, from there on redefining the different processes and functionalities and thus also designing these. I aimed to make the process of creating and selling a bestseller a more easy flowing experience for the independent author.

My input: Research, ideation, concept re-development, user experience design, interface design, icon design.
Project duration: 2,5 years (2015 - 2017).

ACCOMPLISHER

mobile app for Android

Accomplisher is a mobile Android app and was conceptualized and designed by me. It was my graduation project at the HKU. My graduation project gave me the change to combine and explore further on several interests; gamification, motivation and behavior, digital tools, information design (visual communication) and social/communities. The programming was done by Raphael Schmitz, from the University of Twente, and written in Java.

It supports the motivation in accomplishing (personal) goals, and thus tasks, in a fun and social manner. In short; you play goal battles with friends to accomplish goals, with a shared interest, through the main mechanic of competition and that enables the more valuable social dynamics on which motivation emphasis will florish. And motivation benefits from social interaction.

My input: Research, ideation, concept development, user experience design, interface design, XML/visual IDE implementation (Android API), web design/development, promo video design.
Project duration: 4 months (2013).

SEEd

playful nature app

SEEd is a playful app which can be played in the Gooi- & Vechtstreek (nature area around Hilversum). It was a project I did at the HKU in the 4th year, among with other students, and was created for an actual client. The client was iTrovator, a network organisation that focusses on enhacing business tourism and leisure in the Gooi en Vecht area. In this project several other organisations had to be taken into account; Goois Natuurreservaat, Natuurmonumenten and Landgoed Zonnestraal.

The challenge was to make a game or playful experience which can be experienced outside, in the Gooi- & Vechtstreek. Which offers walkers/hikers and bikers a new way to explore and discover the area and to attract a new target audience.

We developed a concept and working prototype which was all about color harvesting in the area. In this project we all worked on the general concept. My main focus and input in this project, as an interaction designer, was to create/design the general interaction model, create the interface (concept and design) and I had a leading role in the design process in which I took responsibility for a fluid implementation of everyone's input (artist, user/playtester, developer, visual/interaction designer from Taiwan, manager).

My input: Research, ideation, concept development, user experience design, interface design.
Project duration: 3-4 months (2012).

HONEYSHOP

local community based project

The Honeyshop is a project I did at the HKU in the 3rd year and was a challenging project in many ways. We had a big team of 16 people from different disciplines that had to come up with one cohesive project that would incorporate playful- and narrative design that facilitates interaction between bees (50.000 of them, which is one colony) and humans (also 50.000). The criteria, the different disciplines, but mostly designing for bees was a big challenge.

The Honeyshop is a local community based project which evolves around the Honeyshop, a beehive which contains sensors that monitors everything about the bees and their honey. The beehive is placed within a neighborhood. The community of that neighborhood can get stocks of the honey in the beehive by buying flowers and/or plants in local shops, which have tags attached. The flowers and/or plants will be planted in the gardens and on the balconies of the community in the neighborhood which they and the bees together will maintain and benefit from. The community gets a greener neighborhood and the bees will have lots of resources without pesticides, etc. With the tag each person can make an account at the website and register the stocks. On that website they can stay up to date about the Honeyshop and thus their stocks by viewing the interactive data visualisations and the blog.

The focus of the project was about enhancing social cohesion among the people in the area, creating a greener neighborhood, get rid of the dogma's around bees and most of all show that bees play an important role in our eco-system. The Honeyshop project was designed in such a way that it can be executed in many different neighborhoods in the Netherlands.

My main contrbution to this project was in developping the general concept and conceptulizing/designing the interactive data visualisations.

My input: Research (on how to tell a story through data/information visualisations), ideation, concept development, user experience design, interface design.
Project duration: 3-4 months (2012).

SHARE SQUARE

collaborative digital pinboard

Share Square is a visual collaboration tool which allows you to organize and share information. I worked at ShareSquare on a part-time basis and full-time basis, a start-up company, from the start until it came to an end, unfortunately.

I was the User Interface Designer of the team and worked on the interface and general interaction model. Within this start-up environment I learned to work closely with the front-end team and sometimes the back-end team, meaning to learn how to properly work towards solutions that fit the target goals of the user experience, the general target goal of the company which fit within the scope of the technical limits and opportunities.

The work to show is unfortunately limited, due to not being able to show all. Most of my work included concepting features; ideation sketching, building small prototypes for features and building upon these, and designing features; wireframing, building/implementating the design and build upon interactivities that were in base set up by the front-end team.

My input: Ideation, concept development, user experience design, interface design, XML/visual IDE implementation (Microsoft Expression Blend).
Work duration: 1,5 years - 2 years (2010-2012).

THE PLAYGROUND

heartrate driven MOFPS

The Playground is a project I did at the HKU in the 2nd year in a team of 6. It's a multiplayer online first person shooter (MOFPS) with a twist; you play with your heartrate! You play a little boy in the playground where your weapons are like the ones you had as a child; a blowpipe, a wooden sword and water balloons. You play in a team of 2 against another team, blue and an orange team. Your mission as a team is to defeat the other team with your weapons while using your heart rate tactically.

While playing the game the player wears a Polar chest belt (heart rate monitor), its signal is picked up by a HRMI chip which is incorporated into the (Xbox) controller you play with. The information of the chip is used in the game (Unity) to influence the gameplay. When the player has a low heart rate the player is less visible (down to to almost invisible), walks slower and shoot more accurately with a targeted zoom. With a high heart rate the player can run faster, jump higher and shoot less accurately. You play the game tactically with your own heart rate, which you can physically control.

My main contribution to this project was in concept development, designing the interaction model of the heart rate and the game and the user interface.

My input: Ideation, concept development, user experience design, interface design.
Project duration: 2 months (2011).

ARE

Auditive Rain Experience installation

ARE was a project I did at the HKU along with 3 other students in the 2nd year. The assignment was ‘Design for Space’; we had to design for an actual location with the emphasis on the experience of a real spatial design.

We made the interactive installation Auditive Rain Experience (ARE) that lets the user enjoy the rain on an auditive level. ARE was designed for the location Vondelpark in Amsterdam to enjoy the city park in rainy days. The user can choose to listen to different rain sounds by selecting one of the different materials (that are on the roof of the installation). The unique sound is strengthened by the speakers. One chooses a material by using the control panel in the chair by making a simple waving gesture above the material in the control panel.

My main contribution to this project was in concept development and designing and developing the chair and the control panel.

My input: Ideation, concept development, user experience design, physical interface design, Arduino programming and hardware.
Project duration: 2 months (2010).