People Involved
DPA34Teams (Team access)
Planning
The world around us is changing fast, and not all the changes are positive. We’re facing the biggest natural, social and economic challenges our world has ever seen. This project is about the new realities in this world changing and how a New Generation is there to rip up the rulebook and start over.
In this worldly context of change, there is an upcoming influence of a generation of new entrepreneurs, that experiences creative freedom. They don’t wait for something to happen, they start doing it.
With their desire to create and the technical gear (hard & software) available, they are starting their own little businesses – especially if they can’t find their creative freedom within the existing corporations.
Digital is no longer something new, it’s a given. This creates a gap between the perception of technology in the heads of this generation and their client’s perception that digital is a specific discipline.
This is a network-generation of entrepreneurs that is characterized by a cocktail of the concepts ‘multi’, ‘sharing’, ‘inline’ and ‘open’ and that will change the future as they like to do it on their own terms.
250K is a company of Sander Reneman, Carlo Ruijgers and Kevin Walenciak who have been creating unique shows for the international dance and concert industry for several years now. The main goal of 250K is creating concept and designs and translating those to the overall experience of the event and show. Video plays an important part in this as they strive to implement this into the stage design as good and innovative as possible. 250K works closely together with the VJ collective Eyesupply, together they create the entire experience for events and festivals.
For videos of my work, please click the more button
Want to know more?
We have two locations installed: In the ID café and the Orange space, which are connected.
Visit us and try it out!
Project: ID’X @ DDW
Coach: Jorge Alves Lino
Students: Eline Hoftiezer, Dounia Bourjila, Rincke Driessen
Year: B2.1
“Blurring the real and the virtual” is one of the selected themes being presented at ID’10: “...the ubiquitous and adaptive systems that our students design weave themselves into the fabric of everyday life. This implies that the boundaries between the real and the virtual are blurring. But what are the implications of this merger? How to respond to these new challenges and opportunities?”
A few projects from the theme Realities are exhibited at ID’10.
Cueb, by Connie Golsteijn. Coach: Elise van den Hoven This project aimed at facilitating parent-teenager communication about the parents’ past. The final concept, called Cueb, is an interactive digital photo medium which allows parents and teenagers to explore individual and shared experiences, thus triggering an exchange of stories. Through interactive controls like shaking and connecting cubes and by transferring and locking photos, surprising photo results are displayed to trigger memories. Cueb was evaluated in four families. The evaluation showed that the concept triggered and facilitated sharing experiences and telling stories significantly better than a more traditional photo medium. |
Tangible interaction device for instant messaging. by Koen Beljaars, Jelmer de Maat, Rick Dutour Geerling, Sivaraaj Soundarajan. coach: Christoph Bartneck TIM is a product that makes it possible to bring a part of the interaction with an instant messaging program into the living room. The product provides an overview of all the different contacts displayed as fish in an aquarium. Every fish represents a contact person. The color and the speed of each fish shows the status of that contact (online, away, offline etc.) en whether the contact is sending a message or not. The touch screen provides an intuitive way of interacting with the fish and makes it possible to read the incoming messages and send quick replies. |
Interactive window shades that stimulate a natural and free experience of office spaces. by Teun Vinken. coach: Jorge Alves Lino By creating dynamic shadows inside an office space our modular system blocks direct sunlight from office workers. The aperture of the circle structure varies depending on outdoor light intensity. In addition, the system provides a free and natural office experience. The circular shades provide an outdoor experience in a closed office environment similar to the effect of shadows created by leaves of a tree. This way the sense of being locked-up in the office is reduced and a more pleasant work atmosphere can be created. |
sounds like home. by Sebastiaan Pijnappel. coach: Elise van den Hoven Sounds Like Home creates peripheral soundscapes that tell how many people are home and away Two glass vases contain marbles, their number equal to the number of members in a family. One vase indicates “home”, the other “away”. A marble rolls to the “away“ side whenever someone leaves, or the other when someone comes home. The sounds of marbles rolling and bumping into each other compose a gentle soundscape from which the number of people home or away can be derived. |
coach: Joep Frens This project aimed at finding new and better control and interaction possibilities for home entertainment systems. Through a wide range of research and explorations a personal remote control has been developed for controlling and transferring media throughout the complete house. Wireless technology enables the remote control to know what devices are nearby and through this it can adapt its control and interaction possibilities. Because it is a personal remote control, every family member now has a personal access point to his or her media. |
coach: Lucian Reindl The goal of this graduation project was to design gestural interactions for a kitchen tap and design and build a fully functioning tap accordingly. Every hand-gesture one performs has a certain meaning. This – often culturally determined – meaning can be coupled to the meaning of functions of products we use everyday, such as a kitchen tap. The touch-less nature of this interaction offers an added value to this kitchen tap as dirt and bacteria can no longer be transferred from our hands. |
An enviromotive robot that desires nature Conventionally, robots are separated from nature by mere description. As the goal of our project was to develop an emotional robot, we decided to add a layer of environmental awareness to our robot. The |
ID’X is the exhibition of department Industrial Design during the Dutch Design Week in the main building (for 2011). You may have visited the exhibition of last year, and this years preparations are already going on the ground floor. For now the exhibition is only happening in the main building, but what about outside?
There is nothing on the outside of the building, or at the entrance of the TU/e terrain that screams at you to go and visit ID’X… That is what is going to change next year!
The goal is to attract people to the main building from all over Eindhoven, from other DDW-locations, and to create bridges between them. We want to create connections between all the DDW-locations by making use of translocal media, such as a large-sized Skype-systems for example, so people can actually talk with each other.
Want to know more about our concepts we created so far?
Please visit our stand in the Orange Space.
Team: Dounia Bourjila, Rincke Driessen, Eline Hoftiezer, Evy Ansems
Year: B2.1
Coach: Jorge Alves Lino
Tagline:
Developing novel interaction paradigms for Conante’s ‘Spotlight Navigation’ concept.
Brief Description:
Spotlight Navigation as defined by Conante uses a handheld device as a mediator between the physical world and the digital in a smart home environment. When pointed at a surface in the home, the device projects a circular ‘spotlight’ which reveals connections between smart objects. With the aid of simple interactions based on explicit design semantics and abstracted models of connectivity, the device can create, activate and break these wireless connections.
The aim of the project is to develop meaningful mental models of the smart environment and interaction paradigms which will allow the user to understand, and interact with the ‘internet of things’ present in their home on a level that is more intuitive and appealing to sensory-motor skills than complex menu structures.
Keywords:
product semantics, user interaction, smart home, interaction design, semiotics
Participants:
Student: Erik Kogler
Ph.D: Gerrit Niezen, Bram van der Vlist
Coach: Jun Hu
Client: Conante
D.M de Klein
B3.1 student
Internship at 250K
250K is a company of Sander Reneman, Carlo Ruijgers and Kevin Walenciak who have been creating unique shows for the international dance and concert industry for several years now. The main goal of 250K is creating concept and designs and translating those to the overall experience of the event and show. Video plays an important part in this as they strive to implement this into the stage design as good and innovative as possible.
During my internship, I will design for three music events in the Benelux. These events are large events with a large number of visitors and various artists. The specific events are: Masters of Hardcore at Hasselt, Belgium; Best of Both Worlds, Netherlands; and Fabulous, Den Bosch, Netherlands. For these events, I will support the ideas and concepts stage of the designs. So, I will create ideas and concepts for the venues of the events, from the stage to the hall, from the theme to the visuals.
an exploration into textiles and electronics by
Paula Kassenaar
Paula Segura Meccia
The front part of the hoodie is a knitted variable resistor. Its resistance varies when you toy with it. This changing resistance value is used to change the intensity of the light strip in the front edge of the hoodie.
skôn means beautiful in dutch dialect, and in swedish skön also means nice or beautiful. This relates to both our cultural backgrounds.
camera: Gordon Tiemstra
model: Elien Vergeer
music: one evening by feist
Eindhoven University of Technology
Department of Industrial Design
Wearable Senses
one week module in Spring 2010
given by Michel Peeters, Carl Meegens and others
Connecting elderly to their younger family and friends; A nondescript TEA BOX for easy chitchatting using recognizable contact cards.
This project is under development and part of the Final Masters Project preparations in the M2.1 semester. The project will run at the Research Centre for Product Design & Engineering, Utrecht, where the I’ll be working during.
Within this project an interactive product will be developed which offers support in concretizing and defining the design challenge during projects. See it as a bread-crumb dispenser from Hans & Gretel during the creative process, can you create those crumbs at decisive moments which you can retrieve when lost on your path? The product will be integrated into a physical, concept space, in which designers, contractors and end-users can come to shared insights as part of the design project. The Concept space used will be at the “Hogeschool Utrecht”, which functions as a testing ground for studying and testing prototypes and the users.
Design a rich interactive exhibit for adults and children visiting Hidrodoe, which takes in account
the different learning preferences of people.
The goal of my M2.2 graduation project is to investigate how asynchronous communication tools and awareness of each other daily routines can minimize the effects of culture shock between sojourner and distant family.
As context for this project I choose young Chinese expats living in the Netherlands. I conducted various interviews, focus group and survey. Currently I am in the process of deploying a technology probe to test various assumptions. I will exhibit this prototype during upcoming interim exhibition.
Martijn ten Bhömer, M2.2 graduation project coached by Elise van den Hoven
Remote that enhances (feeling of) control and interaction between presenter and his presentation. For the exhibition on April 8 & 9 I will be demonstrating two or three models on which I’d like to have feedback about form & feel. I wil also try to demonstrate the enhanced functionality & interaction using a working presentation setup.
Project: DPA22 Hand-Held-Pro
Coach: Maurits de Koning
Hugo Romer
B1.2/s097726
h.w.romer [at] student [dot] tue [dot] nl
Making low-level connections between devices in the livingroom using high-level semantics.
Context as it supports us in our understanding of concrete information is lost over distance. By using and transforming daily used objects we transfer these contextual events. As a support to this contextual information, we enable the exchange of actions from a virtual to the real world and visa versa.
B2.2 Bart Hellings, Jaap Norbruis, Hugo Christiaans.
Client: A. Juarez Cordova Coach: J. Hu
What if we could integrate instant messaging into the home environment, in a tangible,smart and elegant way? What would it look like and what should it do?
B1.2
Client: SOFIA
What would happen when a product in your home, remembers your daily patterns, remembers what you did, remembers where you were…
M1.2 Research Project, coached by Emilia Barakova
B3.2 project for Schmersal (DE) about future concepts for safe man-machine interaction in industrial working environments.
My focus is on creating safety solutions which support the workflow of the machine operator and do not restrict his freedom of movement or visibility on the work process.
There is already a lot of safety within a factory but 30% of the time it’s been sabotaged by the workers because its seen as irritating and annoying.
The goal of the project is therefore to create new concepts which improve safety for machine operators and support their workflow.
Mark Studer 3.2
coach L. Reindl
How to use the power of 3D Computer Aided Design during the idea generation process?
Client: ConceptLab, 3DConnexion
M2.2 Final Master Graduation Project Rikkert Gerits
An intelligent remote control, designed to transfer and control personal media in and between multiple rooms.
Clien: Loewe
M2.2 Graduation Project, coached by Joep Frens.
B11 Project Hand Held Pro – Designing held in hand portable DJ-Gear
This project is about making a DJ able to move around and even go into his audience.
This DJ-Gear should be a portable, held in hand dj mixing table for professional DJ’s.
A pro would be if this device would improve the show around the DJ.
The focus of this project is about the form of this device and how the interaction is.
M12 Reasearch Project.
Explorations about how audio can be linked to everyday objects to provide peripheral information while interacting with them.
The research is focusing on how the qualities or atributes of the real soundscapes can be extrapolated into an abstract sounds and still keep the percepion of the soundscape towards the activity.
by Eñaut Arratibel Kortabarria (s099010)
Smart Brushing; designing a guiding/coaching device that encourages a ‘proper’ teeth brushing routine.
Final Bachelor Project by Erik Olierook
Explore and understand the daily routine around the use of toothpaste and to design an appropriate device that’s able to monitor the consumption rate.
By Fauzi Al-Kaylani & Idowu Ayoola, B3.2
The C3 (C-cube) project aims to use ‘E-skin’, a cutting edge color changing technology developed by Philips, to improve the output qualities of tangible interaction artifacts. It will allow the communication of information to the user through the visual appearance of the tangible artifact itself by changing its color or even making it transparent! In this project, research is done on the possible applications and implications of e-skin on tangible interaction.
An interactive window shade controlling light intensity in an office while creating a natural experience.
Final Bachelor Project by Teun Vinken.