Bike7 has been developed for people who put performance, quality and sustainability first.
My responsibility was the public part of the website. Since the brand was just launching, we only had a limited amount of content. Researching the lovely assets before creating the wireframes allowed us to nail its design.
After the launch in 2012, dozens of bikeshop owners signed up for distribution - showing strong belief in both the brand and product.
APICS abbreviates Antwerp Port Information and Control System and serves the maritime traffic around one of the biggest ports in the world.
At Nascom, I carefully analyzed the needs and workflow of harbourmasters, planners and other personnel at the Port of Antwerp. My contribution is in the user experience of the lock planning system and Eservices. This software allows planners to register and guide ships in and out of the locks around the port.
Next to defining the UX and functionality, Nascom provided a day and night skin. 400 of its staff members are now looking at and working with the user interface, 7 days a week, 24 hours a day.
Download Case (.pdf - 6 MB)
XSENSE is an interaction design venture into the realm of the senses: what happens when you cross your sight with your hearing?
This art project was completed as one of the first proof of concepts of what was possible with the Arduino microcontrollers. With the help of sensors, LED's and David Cuartielles - one of the brains behind the now popular microcontroller - the xsense was born.
Shortly after its completion in Sweden, the xsense travelled to Spain for an exhibition on ARCO: the digital art exhibit in Madrid (2006).
Since 2011 the xsense is featured in a book called:
"See Yourself Sensing: Redefining Human Perception" (Amazon),
by Madeline Schwartzman. (Black Dog Publishing, London, UK)
In collaboration with Adam Danielsson, Per Nilsson, Melvin Ochsmann, Koen Van Mol, Tamara Klein and Andreas Nertlinge.
Duyvis brought a new type of oven roasted nuts to the market in 2010. Since nuts go well with beer, they decided to give away a sizzling party to the Hottest Bar in Belgium.
For this awareness campaign
users could vote for their favorite bar and battle competing bars by winning water guns to quench opposing votes. The key to success was in the deep integration with Facebook and social user experience to compete with others.
The campaign was a tremendous hit in Belgium with over 1,5 million impressions and 130.000 fierce voters. Next to this, the campaign received a silver MIXX award in its category.
(.pdf - 8 MB)
User Experience Workshops
Design For Multitouch is a workshop for interface designers that studies a set of design guidelines for touch- operated devices.
In 2010 I got the opportunity to organize user experience workshops in Russia, Scotland and Belgium. Topics varied from heuristic evaluations to user testing and metrics driven design.
The most recent one was Design For Multitouch. This workshop was created to promote C-Mine as the new creative hotspot in Belgium.
On Slideshare the presentation was featured in the design section.
Download Presentation (.pdf - 38 MB)
Mobile User Experience Research
As one of the world's largest telecom operators, Vodafone is always looking for new means to differentiate mobile user experiences.
In order to obtain a Professional Doctorate in Engineering (2009) the Eindhoven University of Technology and Vodafone commissioned me with an industrial research project at the Vodafone headquarters in Germany. During this project Iíve worked on a differentiation model for mobile user experiences.
Multiple concepts I designed and prototyped to validate the model, were investigated for patenting. For Gesture Search I made a working prototype that runs on Nokia devices (right).
Google later licensed & released an Android version.
(Gesture Search by Google)
Usertesting Home Environments
The Amigo project develops middleware that integrates heterogeneous systems to achieve interoperability between services and devices.
Living in such a connected environment is difficult to imagine for users. Therefore we created a simulation of the setup at the homes of real users to properly test the system. The iCat (left) was one of the connected devices and served as an interface to some tasks. Visit Amigo project page.
The results of our tests have been reported back to our sponsors: Philips and the European Commission.
In collaboration with all USI's of generation 2007 - 2009.
Augmented Reality Navigation
Also known as AUGNAV abbreviated, was a research project that showed the ropes of how augmented reality navigation could look on smartphones of the future.
While employed at the Eindhoven, University of Technology (2008) one of the research assignments was looking at the different input and output channels of a device.
Smartphones were an interesting subject of study as they had many.
Refactoring these different input and outputs has led us to AUGNAV. The footage on the camera was used for pattern recognition, mapping directions and OCR text recognition.
Our video prototype has had over 150,000 hits on YouTube. AUGNAV has been featured in Fast Company, in an article by Kit Eaton on "Five Trailblazing Augmented Reality Navigation Apps" (2009). In addition, it was also featured in the book "Studies in Temporal Urbanism: The urbanTick Experiment" by Fabian Neuhaus (2011).
In collaboration with Herjan Van Den Heuvel and Jennifer Curtis.
Game Design for Stroke Patients
The skill of writing is one of the top 10 things stroke patients would like to regain.
During my time as researcher at the University of Eindhoven (2008), I worked on two games: Chickenwars (left) was a more technical challenge to get insights on game mechanics. Scribeo was a second, more serious game, based on our research on gamification to support the rehabilitation of handwriting skills following stroke.
Scribeo is currently being rolled out in the rehabilitation centre as part of the rehabilitation process. (Hoensbroek, The Netherlands)
Our research got published on CHI 2009 in Boston, USA:
Read Paper (.pdf - 0,5 MB)
In cooperation with Jennifer Curtis, Loes Ruijs and Maartje De Vries.
Interactive Digital Signage
This RFID movie kiosk shows how interaction could be meaningful within digital signage.
An intelligent environment enriched by sensors and new media made the system smart enough to recognize users and provide them recommendations based on their movie taste.
Next to this the system was able to track the approaching user's position and provide summaries of movies
on request. The software consisted out of a text-to-speech system that would collect movie data dynamically from a database.
The project was part of my Master thesis on interactive digital signage. (Msc. Communication and Multimedia Design, 2007)
Graduated Cum Laude.