Profesor, investigador y diseñador, estudié la licenciatura de Diseño Industrial en el Centro de Investigaciones de Diseño Industrial de la Facultad de Arquitectura de la UNAM y la maestría de Diseño para la Interacción en la Universidad Técnica de Delft, en los Países Bajos. Desde 2014 trabajo en el CIDI FA UNAM, donde exploro el vínculo entre el diseño y la educación a través del desarrollo de proyectos didácticos y divertidos con un especial interés en las implicaciones de los productos (objetos, experiencias y sistemas) que codiseño, intentando siempre dinámicas que promueven el bien común, mediante procesos creativos, interactivos, abiertos y colaborativos que nacen a partir de las motivaciones intrínsecas de los participantes.

Diego Alatorre Guzmán

MSc. Design for Interaction, TU Delft
Diseñador Industrial @ CIDI FA UNAM

Profesional Experience
Feb. 2014 to date _ Social Innovacion y Creática at CIDI+UNAM
March to Dic 2015 _ Creative Director at NuevaWeb
May to Oct. 2014 _ Design Strategist at Jardín de Innovación.
Feb. - May. 2014 _ Industrial Desgner at SUEMA.
Jul. 2011 - Sept. 2013 _ Student Assistant for Exploring Interactions, DfI Research Methodology, and Prototyping for Interaction and Participation, Design for Happiness and Subjective Wellbeing, IDE, TU Delft.
Jun. 2012 to Oct. 2013 _ User Experience & HCI Design at Tvilight
>Corporate identity, web-based software design
2008-2010 _ Design consultancy: New Ventures, Reforestamos México, Media + Marketing Solutions, BangBuró, Silvia Gruner
>Freelancing, 3D modelling & rendering, Corporative furniture design, development & production supervising
2008 _ Professional practice: epigram//GROUP SP Brazil
>Store &commercial furniture,Urbanism & Master plan design
2004-2007 _ Production assistant for Miguel Ventura (contemporary artist)
>Blueprints, modules & structure design for the exposition “Cantos Cívicos”
2005-2006 _ Technical consultancy: Thierry Jeannot (industrial designer)
>Classification & blueprints for a line of lamps

Academic Background
2011-2013 _ MSc. Design for Interaction, IO/TU Delft _ Graduation Project: Design of a interactive product/service to prevent psychological burnout of people working in a highly demanding professional situation.
2003-2010 _ Lic. Diseño Industrial, CIDI-UNAM _ Thesis: “Photovoltaic shade for campism”
2007-2008 _ Academic Exchange: Facultyof Architecture & Urbanism, USP - Sao Paulo, Brazil

Workshops & Seminars
July 2015 _ Fellowship for Disruptive Design
UnSchool - NYC, USA
Aug 2012 _ Use of negative emotions in design
Central Saint Martins, London, UK
Dec 2011_ Mapping user’s emotions at breakfast
TU Delft & Pepsico - Chicago, USA
Oct 2010 _ Technology in Sustainable Development
Boat week - TU Delft, NL
June 2010_ Photovoltaic systems: design and sizing
Energy Research Centre, (CIE-UNAM)

Funds & Awards
Responsable del Círculo de Diseño Social, dentro del Programa de Apoyo a Proyectos para la Innovación y Mejoramiento de la Enseñanza (PAPIME UNAM 2018)
Beca para Estudios en el Extranjero 2011 & 2012. FONCA-Conacyt - Scholarship beneficiary
Braun Prize International, 2007 _ iLiNX - Finalist project

Professional competences
Fast learning _ gaining knowledge is a life style rather than an occupation
Detail + big picture balance _ I enjoy both extremes of the creative process
Opportunity driven-problem solving _ analytic and synthetic with a positive twist
Organizational capacity and ability to work within interdisciplinary teams
Craftsmanship & manual dexterity _ from the kitchen to the prototype lab

Spanish _ mother language
Portuguese _ advanced (1 year experience living in São Paulo)
English _ advanced (TOEFL iBT: 90)
German_ Grundkenntnisse in ständiger Verbesserung

Computer Skills
Adobe _ (Photoshop, InDesign, Illustrator)
Microsoft _ (Word, Excel, PowerPoint)
3D _ (Rhinoceros, Vray, Poser, KeyShot, Bunkspeed)
Autodesk _ (AutoCAD, Mechanical Desktop, Inventor)
+Windows & Mac compatible

Urban cycling & rural wandering
Popular science literature
Sculpture, visual arts and crafts
Design & technological development

Updated _ August, 2015, DF.MX
From an idea to the raw material to a tangible object, creating encompass my passions.
Either with wood, plastic, ceramics or metal, I know how to shape matter and space in order to satisfy substantial needs. Weather objects are the best way to satisfy those, is something that I explore with my professional practice. These days I am more interested in raising questions than fixing answers.
Listed below is a collection of some of my latest works:

Clika - Abril 2015

Proyecto Clika establece canales de comunicación a través de los objetos con los que, a nuestro alrededor, adornamos nuestro cuerpo; explora más allá de los objetos que estilizan nuestro semblante y exaltan nuestro porte, aspira a ser esencia encarnada de la comunicación y la interacción humana.
Clika hace uso del imaginario colectivo, del lenguaje corporal y de la comunicación simbólica como medios para expresar esos rasgos propios de nuestra identidad, que reafirman nuestro sentido de pertenencia y que, muy adentro en nosotros, compartimos sólo cuando somos quienes queremos ser.
Tanto el proceso creativo como el objeto de la creación en Clika existen para y por el vínculo interactivo, que inspira el acto y consuma su esencia sólo cuando la joya es puesta y descubierta. Proceso y producto se funden, dando pie a nuevas pautas conductuales que sientan las bases para una comunicación simbólica.

Banco origami - Agosto 2014

Con fin de activar a los visitantes al Pabellón de Alto Impacto Sustentable durante la SE, diseñé un banco de cartón plegado. El banco viene presuajado en una lámina de cartón corrudago, misma en donde se encuentran impresos los infográficos que construyen el Pabellón.
Sustentabilidad, innovación y alto impacto se materializan en una elegante pieza de mobiliario.
Al final de la feria convocamos a los asistentes a armar su propio banco y llevarlo a casa, como recuerdo de una experiencia de colaboración y reuso.

bitle - October 2010

BITLE is a temporary shelter that protects the user from the harmful effects of sun rays while absorbing solar energy. It is equipped with 1.9 m2 of Sanyo’s photovoltaic flexible cells and an integrated AA battery charger capable of charging a variety of electronic devices through some included adapters.
The project was developed following the principles of sustainable design. Priority was given to the efficiency of the technology and the use of materials and processes with minimal environmental impact.
BITLE can generate up to 360 Wh per day: enough power to charge more than 30 phones, 14 iPods or playing music for over 10 hours.
It has also an orientability system that optimizes energy capture by up to 40% over fixed PV systems.

Stand Furniture - April 2010

Design and production of a 10 pieces set of MDF Furniture.
The individual elements can be disassembled to reduce storage space.
Minimal use of materials and low ecological impact was prioritized.
No glue or screws needed for assembly.
It can be packaged in a flat box for easy storing and transportation.
//Client _ Reforestamos México

Toy Store - July 2008

Design of shelf for storage and exhibition of merchandise.
Central playground with slide, tables and LCD screen.
Racks and shelves Soda fountain and cashier.
Aesthetics according to the brand.
//Project made for epigram//GROUP
//Client _ Happy town @Shopping Cidade Jardim, Sao Paulo, Brazil

Retail Kiosk - July 2008

Design of merchandise display and storage space, cashier and LCD screens.
//Project made for epigram//GROUP
//Client _ Piks @ Shopping Morumbi, Sao Paulo, Brazil.

Wine Packaging - March 2008

Design and production of a wine box.
The package is assembled from one swagged piece. No glue needed.
The packaging can also be used as a way to display the bottle.

Plate rack - June 2006

Aim: re-design of an object-product where the functional principle is subject of innovation.
Matter: folding plate rack
The plate rack is assembled by using just five different stainless steel modules.

Baby high chair - January 2006

Design and production of two baby high chair with three points safety belt.
Model 1- Pine wood, cotton pillows.
Model 2 - Steel foldable baby high chair with removable seat cover for easy cleaning.
Teamwork project.
As part of my Master studies at Delft´s University of Technology, from August 2011 to the date, I have been studying the way people interact with technology. The focus of my design practice shifted from simply designing products to understanding the conditions where these are used and the user experiences they elicit.
Within this trend, design thinking goes beyond the definition, development and implementation of new products and services. Conceiving new interactions involves the understanding of several variables in which the user and his/her context are at the core. Technological innovation and social sciences are combined in order to create new experiences which embrace contemporaneity and praise human spirit.
Currently, I am working on my graduation project in collaboration with Balans en Impuls , a Dutch psychological consultancy. The project aims to improve self-management skills of people working for a large engineering corporation. Its focus is on the development of a reflective attitude towards the user´s body and mind by means of making him/her aware of their biorhythm and how it influences their daily performance.
Some of the other projects in which I have worked during the last year and a half are described in the following lines:

Playtime in Africa - February 2013

In close collaboration between Ghanaian´s Mmofra Foundation and Design through Discovery - a groups of six international students from the TU Delft - we designed a playground for children in Accra.
The design brief specified the requirements in which learn through play was the key element. Our process started by a deep literature research. Eventually half of the team (sadly not me) went to Accra to do the preliminary user and stakeholders’ research. With the insights brought from these, we developed several concepts; authenticity, integration within the community and open-ended activities were some of the most important design guidelines.
The deliverables included a master plan with different activities for the playground, a book to engage different stakeholders, the business plan and the prototype of the Ananse cube, a game in which children interact in several ways between them at the same time that they learn academic and non-academic skills like math, geometry, spatial and social skills.
During this project, I was in charge of designing the children’s experience through the playground journey and while making use of the Ananse cube. The first one was defined as a gradual engagement process, in which the first stages trigger the children’s curiosity to let go their parents and enter into the area of play; the last stages were intended to make the children reflect on their experience, bring something back to their homes and motivate them to come back soon. The second part of the experience was focused on the interaction with the Ananse cube. For this, we prioritized the children’s safety and the ease of use of the prototype, from the practical procedure of handling the hardware to their engagement in three different stages of use: 1) tridimensional drawing, 2) use of the spider web, and 3) clean the space as it was before.

Internship at Tvilight - September 2012

Doing an internship as a part of my MSc might have been one of the best experiences of my studies. During the five months that I worked for Tvilight I got to get in contact with Dutch professional life and met a bunch of very nice people.
In retrospective, I can say I did enjoy the time I spent in Groningen. It was quite a demanding experience with a lot of uncertainties that we had to figure out during the course of the internship.
In the first stage I developed the visual identity of the brand. This trained my synthetic and graphical abilities as I had to summarize the essence of Tvilight into an expressive self-explenatory logo. I found this stage interesting and motivating because it was mostly a free activity that involved a lot of creativity and an active visually semantic research.
In the second stage I designed the corporate brochure of the company and in the third one the functional interface to control a web-based system to control a system of intelligent lights. The process was pretty interesting because I had to find a way to analyze and translate the list of technical requirements into a visually accessible easy-to-grasp interface.
In the final stage I rendered the functional interface into and aesthetically appealing one. This was not as challenging as the second stage; nevertheless I did improve my performance with Illustrator and Photoshop, two of my recently most used tools.
Finally I would like to thank Chintan, Henri, Sebastiaan, JK, Amit and all the people at the Launch Cafe in Groningen whom I worked side by side with and without whom I could not have achieved my goals. Thank you very much for giving me the opportunity to take part into this process and to trust my abilities. I had a great experience with you guys.

Music drives my Instincts - July 2012

During the summer I was invited to take part in a design workshop exploring the use of negative emotions in design. The workshop was carried out by Steven Fokkinga from the Delft Institute of Positive Design and hosted by the Central Saint Martins - University of the Arts London.
In the two weeks that the workshop lasted we were introduced to the “rich emotions” concept. The idea is that design experiences can be enhanced by the use of negative emotions in them. A classic example is the one of the experience of a child in a roller coaster. The suspense of the going up plus the thrill of the descent, make the whole experience more memorable than a ride in the carousel.
My team explored the relationship of youngsters with media goods. Media Piracy is a social issue. Seen as a “soft crime” by the general public, it costs millions to the industry.
In the end, we found out that making illegal download more difficult wouldn’t solve things, so we decided to enhance the experience of legally downloading music.
The result, “Impulses” is an application that triggers users to transcend social norms and enjoy their favorite rhythms anytime at anyplace.
Project with in collaboration with M. Hock and C.J. Yan.

FLOW - June, 2012

What happen when your personal values clash with social values?
This project explores the use of interactive technology to improve social behavior. The focus was the generation of responsive technology in both senses of the word: in the one side, it had to react to people actions – interactive – and in the other side it had to be encourage socially responsible behavior.
Flow is a light and lasers’ system to be placed at the train doors to naturally seduce commuters to act socially desirable. The LED-lights on the doors and the lasers projecting on the platform stimulate commuters to give passengers the time and space to go out the train.
When a commuter does block the door or stands to close to it, the light stimuli intensify in this area. This creates a subliminal annoyance, causing the commuter to unconsciously adapt his behavior.
The project was part of the annual TUDelft-IO-ITD exhibition.

Windfaux- June, 2012

Windfaux is the outcome of a research + design project aimed to improve the non-technical skills of the emergency personal at Rotterdam Erasmus Medical Center. The process was based on the Contextual Design models developed by Beyer and Holtzblatt.
During the research stage, we found out that the people working in the MC praised the coffee room of the emergency department not just because of the time people could spend there socializing, but mainly because of a unique characteristic: this was the only place in the whole department where the personal could see the sky.
Because of this, we decided to bring the coffee room experience into the rest of the building by designing an intelligent system to stimulate the circadian rhythm of the medical staff. The system consisted in a plasma screen with direct live panoramic footage from Rotterdam urban scene. The screen is camouflaged to look like at real window, a webcam in the screen traces the movement of hospital staff walking by and corrects the perspective according to their position, creating a convincing connection to the outside world.

MOVE - January, 2012

MOVE is an inclusive guerrilla-style propaganda broadcast which intends to motivate youngsters to step away from their computers and be physically active.
It involves the use of a series of magnetic stickers placed randomly in the surroundings of places frequently visited by the target group.
MOVE takes place as a part of a participative initiative to focus young adult’s attention towards the tangible world. It aims to act as provocateur, trying to shift current perceptions of technology functionality, urban aesthetics, and political involvement from a traditional individualistic and static point of view towards an open, dynamic and shared one.

nine - March, 2011

nine is a conceptual project. It states the generation of urban consciousness though the integration of easy-to-use appliances that generate their own electricity.
<1> jacket [RES generator]
(1a) photovoltaic collector
(1b) kinetic energy generator
(1c) integrated speakers
<2> shoes [kinetic energy generator]
(2a) wire integrated tights
(2b) external wiring
<3> novel gadgets [with RES harvesting]

iLiNX - June, 2007

iLiNX is an action and interaction game in which two users climb on a transparent plastic modular structure coordinating themselves in order to always move in the same direction and at the same speed.
In order to climb up and down the users must wear a pair of special boots and handles equipped with electromagnets that keep them in contact between them and to the structure.
The field generated by the electromagnets maintains the users in contact with themselves, having between them the climbing wall. These can be turned on and off in order to climb.
Both boot and handle have a ball-and-socket joint that allows a better mobility to the users with the purpose of avoiding abrupt movements that could cause an injury This way, climbing is made more comfortable and any person can play without needing a specific physical training.
The contact surface in boots and handles is covered with a sheet of antiskid plastic to increase friction with the wall surface.
iLiNX is a metaphor of the vertical structures in futuristic spaces, attempting to get closer to the sky and at the same time an apology of human interaction, which is weakened and unearthed in the trend towards digital and impersonal interactions.
Teamwork project, Braun Prize International Finalist '07.
Comencé mi vida profesional mientras terminaba la licenciatura, sin embargo fue hasta Holanda que trabajé en el ámbito académico a la par de mis estudios de maestría. Fue entonces donde descubrí mi vocación como maestro, habilidad que me ha llevado a explorar y profesionalizarme en la intersección entre el diseño y la educación.

A continuación muestro algunos de los proyectos en los que he participado como profesor, la mayoría en el Centro de Investigaciones de Diseño Industrial de la Facultad de Arquitectura de la UNAM, sin embargo, también hay ejemplos de proyectos externos a la Universidad en los que colaborado:

BICI.ON - June 2017
Comunidad de bici.osos que utiliza la bicicleta como vehículo de integración social. 1 semestre, 15 estudiantes de diferentes licenciaturas (diseño industrial, arquitectura, urbanismo, comunicación visual) trabajando con 5 jóvenes de la preparatoria de CHMX. Este proyecto acaba de ganar el primer lugar del Bikeathón que organizó Jacaranda Education a través de la Embajada Británica :)

Diplomado de Diseño Industrial de Objetos - CaSa + UNAM - 2015 a la fecha

"El resultado es el Diplomado en Diseño Industrial de Objetos impulsado por la entidad universitaria junto con el Centro de las Artes de San Agustín (CaSa), aquella fábrica de hilados abandonada por décadas y rescatada por el pintor Francisco Toledo en el año 2000, a fin de reavivar las tradiciones y la producción cultural en la región.
'Se trata de un proyecto coordinado por el profesor Luis Equihua Zamora, de la FA, el cual va en su tercera edición y representa una iniciativa como pocas en México por conjugar la estética y el legado oaxaqueños con el amplio abanico de posibilidades propio del diseño industrial', explicó Daniel Brena, director general del CaSa.
"Por lo pronto, el impacto a nivel local ya es palpable, pues muchos de los objetos incubados en las ediciones previas del diplomado pueden adquirirse en tiendas repartidas por todo el estado e incluso algunos son resguardados en espacios dedicados a la alta cocina, como un molinillo para chocolate elaborado en plata, el cual se exhibe en uno de los restaurantes del chef Enrique Olvera, acotó el lingüista."
* Texto tomado de UNAM Global

Taller de Innovación Social - CIDI+UNAM - 2014 a la fecha

Desde febrero 2014 soy titular del Taller de Innovación Social dentro del Centro de Investigación en Diseño Industrial, de la UNAM.
El objetivo de la materia es vincular al alumno con la industria y viceversa, estrechando la colaboración entre estudiantes y profesionales mediante el desarrollo de proyectos colaborativos.
Conjuntando la teoría con la práctica, el alumno aprenderá a hacer uso de técnicas de investigación, ideación, facilitación creativa y validación, con el fin de explorar el espacio de soluciones creativas a un problema real.
Empresas dentro del área del desarrollo sustentable y la innovación social están invitadas cada semestre a participar con nosotros a través de la provisión de casos reales (problemas a los que se estén enfrentando en este momento dentro de su empresa). Estos sirve como casos de estudio en donde los alumnos, en conjunto con representantes de la empresa y demás stakeholders apropiados, explorarán el espacio de soluciones creativas al problema dado.
En caso de que estés interesado en particpiar con nosotros, por favor, escríbeme a

Codiseño y tecnologías participativas - Febrero 2014

"El objetivo del presente estudio es suprimir identificar los factores que pueden ofrecer a los estudiantes de diseño, las capacidades necesarias para desarrollarse plena y responsablemente en el contexto laboral, uno en el que la opción de trabajar para alguien más, no sea más su objetivo, sino la creación de proyectos personales, participativos y en búsqueda del bien común."
* Artículo completo disponible AQUÍ

Boatweek - Technology in Sustainable Development - October, 2012

The boat week is a course that consists in five days on a boat, traveling around the Netherlands, having lectures, talks and workshops regarding sustainable development.
This time, the week started in the offices of the Port of Amsterdam, where we had a lecture about the sustainability issues that the port is facing. From Amsterdam, to Haarlem, Leiden, Alphen, Gouda and back to Amsterdam, the week was full of thoughtful insigtful lecturers who shared their expertise and explained how they manage to merge sustainable dynamics with their personal and professional interests.
During the week we had the opportunity to visit the pure drinking water production facilities in Haarlem, the nature history museum in Leiden where we had a guided tour and a biomimicry workshop and the Interface production factory close to Gouda.
Amoung the lecturers were the carismathic Frank Smith who talked about the water filtration process in the Netherlands, Matthijs Hisschemoller supporting decentralization and local innitiatives; and Jacco Appelman with a quite insteresting psichological group theory.
It was a great experience. I finished physically exhausted and intellectually uplifted. Thanks to the entire weekboat group. The experience was unforgettable.
Here you can see the video we presented at the beginning of the boatweek as a pitch to introduce the topic we had to develop.
After the week on the boat, we had to develop in group a backcasting assignment. This is a methodology to design a prospective sustainable future based on the current unsustainabilities that are found within a certain theme, in these case, Information and Communication Technologies (ICT’s). From this future a pathway is designed by iteration to define the steps that will lead us to the sustainable future, starting today.
The outcome of this assignment can be found here.

Mapping breakfast user experience- February, 2012

During the course of Design for Emotions and Subjective Well-being I had the opportunity to travel to Chicago to conduct a user research project for Pepsico.
This course was one of the most exciting classes I have participated mainly because of two factors: on one hand the opportunity to learn a novel design methodology and apply it within a real concrete project, working side to side with professionals minding their own business, and sharing their goals and responsibilities; on the other hand, because of the integration and close rapport this involvement meant within the Design for Emotions team, creating bonds and understandings which have taken the whole experience into another levels.
Por tantos medios como sea posible y a través de múltiples plataformas, siempre busco diferentes maneras para hacer llegar a más gente las ideas, algunas propias y otras prestadas, que considero estimulantes, relevantes y pertinentes.

From logo design to posters to promote all kind of events and graphic and packaging design for table top games, I explore the canvas space with both refinement and expressivity with the own goal of making my ideas and projects go through.

Logo design for two contests - October, 2012

In the search for some extra cash, I took part on two logo design context. One for Morelia’s Math Science Center; another for the Human Rights University Program at Mexico’s National University.
In my proposals I tried to summarize in a graphic style the essence of both subjects.

Interactive Taquiza poster - September, 2012

As a part of the scholarship I receive from Conacyt and Fonca, I organized an Interactive workshop to show to the international community in Delft Mexico’s traditional culture and its emotive bond to our gastronomy. With this event I intended to widen and enrich the perception of Mexico abroad through a cultural and gastronomic workshop + audiovisual exhibition.
During the workshop the assistants were instructed to prepare, cook and eat Mexico’s most emblematic food: from the corn flour, to the dough, the tortillas and the tacos.

Innovation & Festival Movement - June, 2013

In collaboration with Team D-Exto, I designed three posters to promote the launch of the Innovation & Festival Movement, an future oriented initiative to bring innovation and sustainability into the party-scape.
The posters have been already exposed in the Zomer Festival in Delft and Indian Summer Festival nearby Alkmaar.

Tvilight logo, brochure and corporate image - August, 2012

As part of my internship in Tvilight, I developed the visual identity of the brand. This trained my synthetic and graphical abilities as I had to summarize the essence of Tvilight into an expressive self-explanatory logo. I found this stage interesting and motivating because it was mostly a free activity that involved a lot of creativity and an active visually semantic research.
In the second stage I designed the corporate brochure of the company and in the third one the functional interface to control a web-based system to control a system of intelligent lights. The process was pretty interesting because I had to find a way to analyze and translate the list of technical requirements into a visually accessible easy-to-grasp interface.
In the final stage I rendered the functional interface into and aesthetically appealing one. This was not as challenging as the second stage; nevertheless I did improve my performance with Illustrator and Photoshop, two of my recently most used tools.

COMUCAFI logo - 2005

My first incursion into graphic design was to design the logo for the organization where my mom worked at the time. COMUCAFI stands for Cooperative of Independent Coffee-grower Women. It is a social enterprise that empowers rural women through micro-credits, workshops and social integration and educational programs.
The first logo was my creation. It is inspired in a spinning coin. The women in the middle represent the community which is the based for the cooperative organization.
The second logo has been their own creation. I love it!