Looking towards the future, game mechanics show a significant potential as design tool to design for engaging experiences. This project anticipates on this future and uses game play mechanics to create an engaging product-service combination aimed at children. By exploring the market space and related work, it was found that play is essential for the emotional wellbeing and mental health of children. More specifically, free play is critical to the balanced development of children.

Despite the benefits derived from free play, children are losing the opportunity for free play as they are hurried to adapt into adult roles and prepare for their future at earlier ages. Without free play, we risk depriving children of the very dynamic that drives their development as learners and creative individuals. This project anticipates to the importance and the decline of free play. It offers an engaging experience through the use of certain game play mechanics, while making sure the possibility for free play is sustained.
The described engaging play experience results in an electronic plush character for children aged 3 to 7. Instead of competing head-to-head with other toy products, the product uses a value innovation approach to create uncontested market space. This results in a business model that exclusively distributes the character through a childrenswear chain.

The developed plush character is presented as part of an ongoing story. Supplements to this story can be unlocked on a digital platform using a digital key, which is obtained by purchasing items at the childrenswear chain. Based on recurring purchases, identification of customers and purchasing behavior can be tracked by the chain owner. While maintaining both fun and engaging for the consumer, this enables the childrenswear chain to better understand their customers and to optimize their business strategy accordingly.

The content of each story supplement is dynamic and provides ever continuing inspiration for adventures and play experiences using the plush character. Hereby, interesting challenges can be introduced while leaving room for creativity and imagination—two important aspects of free play.

Each story supplement is part of a main storyline, in which the character is on an ever continuing quest to find objects with a given color. This adventure continues into a game that is played with the physical plush character.

In the game children are challenged to find a color in their surroundings. When the game is initiated, the display presents a random color. This enables children to set out—on adventure—to find objects that match the color presented on the display.

When a matching object is found, the nose of the character is pressed against the object. This activates a color sensor in the nose and enables the character to determine if the correct color was found. Based on the determination an embedded speaker enables the character to provide appropriate feedback.

The game is made more engaging by introducing the “game-breaker”. The game-breaker is randomly triggered and introduces music and a time limit to the challenge. The music has a melody that is easy to memorize and enables the children to estimate the time remaining. As the player progresses, the available time becomes shorter and the music is played faster.

While the game components remain static, the rules of the game are dynamic and can be altered by the children to adapt the challenge to their preference. Providing children with the ability to create self set challenges enables them to engage in free play (without rules) while playing games (with rules).

During the process a working prototype was build. This prototype was used to verify the various game elements during play sessions with children.

More detail

This product-service combination is developed as part of my MSc degree in Product development. More information about the project and the development process can be found in the presentation right and in my MSc thesis, World of play (download here)

New wireless technologies generally promise to be faster, longer-range and more efficient. New technology, as Near-Field Communication (NFC), is therefore somewhat unusual. Compared with other wireless technologies, it operates over very short ranges—measured in mere centimeters—and it transfers data at a comparatively sluggish pace, but that does not mean that NFC is lacking in ambition.

Rather than trying to replace existing wireless technologies, NFC could be able to replace even older, more fundamental inventions like bank notes, coins, keys and tickets. Yet such NFC systems present a classic chicken-and-egg problem: consumers will not adopt the technology until merchants do, and vice versa.

To enhance the popularity of NFC technology and making the future shift towards payment services possible, this design was developed. It was created in request of a firm which is currently experimenting with NFC technology on music festivals. They are in search for new opportunities to further deploy their technology.

In this concept each themepark visitor wears an NFC tag which represents both there digital wallet and personal data storage. These contactless tags do not need batteries and enable exchange of short bursts of data with the a reader. Because the data is stored on the tag, terminals can work offline and are not dependent on any network.
Terminals can be spotted by the distinguishing ring design, which also displays the direction of money- or data flow by build in light animations. Most terminals have a touchscreen interface and are powered by a small form factor computer system. Both ring and touchscreen are designed to be build into the desired scenery and enable full customization.

Statistic data is generated by recording who and what is transferring where and when. This both enables optimizing staff utilization based on mapping of daily variations in workload and demand, and reducing payment fraud by only transferring digital money.

Recording of the history and patterns of the visitors enable profiling and prediction of behavior and preferences. The visitor himself can keep track of his route and data such as fast-pass tickets and photo’s while browsing the interface.

Finally a usability test and proof of concept took place by building and testing a prototype. Currently negotiations are taking place with one of Belgium’s largest theme parks and the concept might soon become reality.

In total, Europe’s budget airlines take account for a third of all air travel in the region. But their growth is slowing. Having introduced travelers to once obscure places like Tallinn and Sharm el-Sheikh, the low-cost carriers are left with few new places to explore. Maintaining growth is difficult but can be achieved by selling flights at a greater frequency or even further cost reduction.

This concept strives for this goal and allows the cabin crew to skip activities or increasing their efficiency in order to reduce airplane personnel. This is achieved by automation and assistance during a selection of tasks carried out by the cabin crew. More specifically, service activities such as: selling drinks&snacks; picking-up trash; and selling tax free goods are optimized.

The market of low-cost airlines is defined by three major corporations. Market leader Ryanair carries more international passengers than any other airline in the world and only flies the Boeing 737-800 series. Ryanair is closely followed by EasyJet and Airberlin which fly the Airbus model A319 and A320. The product—consisting from a fixed rail and a moving transportation module—can be installed in all these airplane models without effecting the airplane’s schedule or interior.

During night time the rail is installed along the cabin aisle. This rail both provides electricity and stability to a transport module. The lightweight transport module houses all electronics and can easily be swapped out in case of malfunction or need for maintenance.
All galley equipment has to meet major airframe manufacturers’ requirements and approval of the EASA or FAA certification. The transportation module can mount the majority of trolleys used by cabin personnel—both ATLAS- and KSSU-size can be mounted. Thanks to the proven design and technologies, the design can withstand even severe abuse in the day-to-day operation.

In addition to this product platform a fully automated aircraft trolley was designed. To maintain cost efficiency a standard airplane trolley is updated with a dispenser system commonly found in vending machines. This enables use without modifications to the existing airplane galley and provides wide availability of spare parts. The present service interface above the passengers head is used to communicate order requests. Once a request is placed the transportation platform and mounted trolley will move along the cabin aisle to the desired location. Order recording and payment takes place on a tablet-PC fitted with a card-reading slot.

The complete low cost investment combination fully automates the snacks&drink, and trash pickup routine on low-cost airlines. The basic product platform—rail and transport module—gives assistance during the selling of hot drinks&snacks and tax free goods.

The development of new phone based applications, beyond voice calls and basic text messages, is causing a new gold rush. In rich countries most of these applications are created for trivial things like music downloads or mobile gaming. This mobile application strikes gold in a different way.

Livestock plays a key role in the economic development of Africa and more than 70 percent of Africa’s rural poor are livestock farmers. With the demand for milk, meat and eggs rising fast, many can take advantage of the new growth in opportunities in this sector. By enabling more efficient livestock farming lots of these people are able to get out of poverty.

This service provides a new way of livestock production, lying in between scientific and traditional livestock farming. It promises a pathway out of poverty without depleting natural resources, affecting the climate or threatening public health. The service enables improvement of animals and provides grazing information.

It makes use of user uploaded pedigree registration and performance recording. This allows genetic improvement while maintaining genetic diversity and enables livestock keepers to use selective breeding schemes. Siren and semen can be offered on an online marketplace. Authentication of these products takes place by scanning a—difficult to forge—2D barcode algorithm with a mobile phone camera.
Short term benefits of the service are realized by preventing overgrazing that causes land degradation. The service uses a combination of existing satellite imagery, tracking software and algorithms to estimate grazing opportunities. These opportunities are communicated with the user, which can now better select and plan his grazing strategy.

However, most of the livestock keepers grow up in herds and obtain a lot of indigenous knowledge and experience, they often lack the ability to read and write. Therefore this service uses a voice user interface, which offers a low-entry level for uses illiterate or not because only a basic cellphone is required.

This service will eventually launch with a pilot program. To tackle the problem of educating the livestock keepers about this service, a board game based on the livestock production system was developed. This game will give the livestock keepers insight of the mechanism of this service and transfers the understanding in a way that is accessible and intelligible to everyone.

Depression is widespread and set to be the world’s second largest disease by 2020. The symptoms are mostly indicated among older people, because growing older is often accompanied by a loss of key social support systems.

When suddenly forced to life alone, people often struggle in taking care of themselves because they lose motivation. Cooking a one-person meal, getting out of bed and dressing when nobody is going to see them and taking enough physical activity are all things that tend to get neglected, even though they are important for good health.

Lack of social stimuli can cause people to feel depressed and tired. Without sufficient social stimulation people’s feeling of well being and health are negatively influenced. This applies not only to people who lose a spouse, but also to those who retire. After finishing a stressful period with a high workflow or busy routines they enter a sudden state of rest. Then they fall into a black hole, characterized by a feeling that they ought to be doing something, combined with insecurity about the future.
Many older people experience this black hole and struggle to life alone. As a result, many seniors find themselves having to cope with symptoms that could, in fact, be easily treated or avoided.

This service collects activities such as social tasks, volunteer jobs and other opportunities. These activities are send to specific users and reflects their personal profile, which is based on their preferences and background. The user is enabled to select activities of interested and come in touch with the official provider of the activity. By attending to these activities the user becomes motivated and leads a more active life full of stimuli.

Because a television set is available in the average living room, we have chosen to create a television interface that is controlled with the remote control. By handling a familiar device the product becomes user-friendly and is easily adoptable, this in contrast with a computer, which isn't always totally naturalized by the intended target group.

At Bundl my work included museum interiors, interactive objects, and consumer goods. The work highlighted above is a project I was involved in from first sketch to launch.

This is a toilet that is placed in the public space. It does not only distinguishes itself by design, but also by the autonomous operation. It uses rain water and solar power and when isolated the unit is able to sustain it self entirely from natural resources.

Rainwater is harvested by the roof and stored in a tank. On the roof a solar panel generates electricity that is needed for the electrical equipment inside and to illuminate the toilet during the night.
Next to a thought true toilet experience, assembly and maintenance where taken into account; prefabrication of the side panels, the assembly can be customized and assembled quickly and easy, and quick access to the technical compartment allows maintenance and service to work with comfort.

The toilet is available in different colors and materials and is currently placed in cities across Europe.

At Maximal my work included retail interiors, investment goods and consumer goods. Most of my time was spend developing luggage ranges for Samsonite. Designs stretched across hard- and soft goods, and contained cases, trolleys, day packs, duffles, and backpacks.

Although visuals and detailed information about the projects remains confidential, the work above give some reference to my work completed at Maximaldesign.

The design challenge for the X'Lite collection was to design a luxury line for the discerning traveler matching the new brand strategy that focuses on innovation and aesthetic design and style. This range combines fashion forward design with state-of-the-art technology that enables it to deliver high-impact strength, performance, and abrasion resistance that is lightweight and environmentally friendly.
Due to the unique design and the use of the exclusive CURV-composite the X’Lite became the lightest and strongest Samsonite case ever.Renowned for its refined style and craftsmanship, Samsonite’s premium Black Label line reached new heights with the X’Lite collection. The careful blend of exclusive materials, technology, and design, the X’Lite reached travel connoisseurs by providing luxurious luggage with a modern edge.

The brand new X+ collection offers a complete outdoor collection with all the gear you need for active travelling. This collection with its distinctive edgy design and unsurpassed quality is ideal for the adventurous traveler.

At EADC I was part of the project team that worked for the company that exploits public transport in and around Brussels. Due to an increasing amount of passengers, Brussels demands a more efficient metro network. The designed metro doesn't require a driver and enables passengers to enter and exit the metro more efficiently. The overall concept increases safety and passenger flow. Within the project team, I was involved on the design and layout of the metro interior.

In addition to this, I was part of the project team that worked for a global Korean company that is best known for its televisions and mobile phones.
The project focused on the global market and created a new air-conditioner for the home environment. The concept re-frames air conditioning and responds to the changing needs and lifestyles of the consumers. The final concept provides the brand with the opportunity to grow and defend its trend leading position in the market.

Although visuals and detailed information about the projects remains confidential, the work above give some reference to my work completed at EADC.