My projects
COUNTR
FBP
Boxing. It’s one of the most exhausting sports out there, due to the rapid and powerful movements the entire body exerts over extended periods of time. Especially beginners don’t know how to pace themselves and fatigue after a few minutes of going full speed during their first sessions. By visualizing data of sparring activity, boxers can easily understand what pace they are fighting at, allowing them to improve their timing, cardio and motivation. A number of novice boxers were tested by using the visualization tool over 3 rounds of sparring.

AI in 3D modeling
M1.2
This study explores how varying levels of AI agency in
creative tools influence designers’ perceived creative
control and ownership. A research probe was created
consisting of an AI-assisted 3D modeling tool, allowing
users to alter the aesthetics of 3D models through natural
language prompts. Integrated in the system are three
personas with varying levels of AI autonomy, enabling
users to explore how different modes of interaction
influence their perceived agency. Eight participants with 3D
modeling experience completed exploratory and goaldirected
design tasks with the tool. Qualitative data was
collected through interviews, observations and thematic
analysis. Results show that higher agency results in a loss
of control and ownership and vice versa. However, a loss of
control/ownership was not necessarily seen as a negative
trait. participants preferred lower AI agency during goaldirected
tasks but higher AI agency during exploratory
tasks, the latter leading to unexpected results that often
steered participants in new design directions. Additionally,
perception of control and ownership among participants
was highly influenced by familiarity with the tool and prior
experience in related fields.

NELO
M1.1
This report discusses the development of NELO, a system that transforms employees' physical activity data into tangible 3D–printed artifacts, enabling collective reflection on office behavior and stress. The artifacts' shapes, determined by physical activity levels, encourage deep engagement and aim to foster group discussion. User testing emphasized the need for additional information, as participants found the representation of stress by the physicalizations too abstract. To address this issue, an interface was developed to provide additional insights regarding data translation.

Creating empathy with VR
Project 3 Research
With Virtual Reality (VR) being a subject with rising popularity, the industry has been developing rapidly in recent years. One subject within this industry is creating empathy using VR [8]. This study aims to discover what added value VR has in the creation of empathy in comparison to already existing technology. Therefore, two identical games have been designed to test by a set of students; one VR game and one conventional game. Both games focus on the daily life of a person with dementia. Both quantitate and qualitative methods are used to find an answer to our research question: What is the influence of VR on creating empathy compared to conventional game experiences? During testing, the students are observed and before and after the experience they fill in a questionnaire, to discover which game created more empathy and why.

sMood
Project 2 Design
With sMood, students can reduce their stress one to two hours before going to sleep, to increase the chance of a better night's rest. sMood is a personalized virtual assistance embedded in a pillow. It asks reflective questions to help students put their thoughts into perspective, relieve their worry, and increase the chance of falling asleep. sMood understands their students as it collects biodata from the student's smartwatch. With this information, sMood knows when you had a bad night or stressful day. Furthermore, Smood emphasizes with you as it breaths along, at a slightly slower breathing rate to help you calm down.

Urban Bees
Project 1 Design
Urban Bees is about preventing the bee decline that has come to rise quickly over the past years. Bees play multiple roles in the ecosystem and are responsible for the pollination of a lot of crops that we harvest. Hence, our mindset during this project was: The bees help us, why not return the favour? Meet Urban Bees, a smart and interactive place for solitary bees to stay. The part that made this project stand out, is that we looked from the perspective of bees instead of people. We reached out to beekeepers and professionals about the needs and behaviour of solitary bees, and build our design around this information. We like to call it Bee Centered Design. We created features to give the bees an optimal place to stay, but also to make it interactive for people to raise awareness about the importance of bees in our ecosystem.

Smoosh
Aesthetics of interaction
Smoosh was designed to wake people up from procrastination. The concept consists of an alarm clock that makes a sound based on the urgency of the work that the user is currently procrastinating from. By smashing the top of the clock, the object that makes the sound gets crushed. The remains of the crushed objects build up in a section at the bottom of the clock, showing the user how much procrastination has been done recently.

Blink
Engineering Design
This was the project where I first started experimenting with creating 3D renders. A bracelet was created for people with a hearing impairment. A sound sensor next to the doorbell was connected to the bracelet, which turned on a flashing light and a vibration motor whenever the doorbell would ring.

