Two major trends showed up in the trend research evidence/slideshow1/trend1-overview.jpg
With the research, participants generated input by means of explaining personal constructs, as well as rating them. evidence/slideshow2/input1.jpg
One outcome was that technology created convenience in the way it was direct. evidence/slideshow2/input2.jpg
Yet, the personal approach creates trust. evidence/slideshow2/input3.jpg
On the other hand, a personal approach can become too friendly, nosy. evidence/slideshow2/input4.jpg
Reception through technology was often described as impersonal, senseless. evidence/slideshow2/input5.jpg
The customer journeys that were relevant to the design context, were those of the elderly couple and the young parents. evidence/slideshow3/advice.jpg
Less relevant were the customer journeys of the student and the business man. These personas didn't necessarily need financial advice. evidence/slideshow3/less-relevant.jpg
The personal construct theory, combined with the repertory grid technique for analysis proved to be a good tool for exploring touch points in a service. evidence/slideshow2/input1.jpg
The first iterations resulted in a corporate identity that added the color blue to color scheme. But it appeared less authentic in a way. evidence/slideshow4/1.jpg
Later iterations were part of a new corporate identity: using only shades of the color red, besides white, black and grey. It also became more stylish. evidence/slideshow4/2.jpg
This flyer was part of a campaign to recruit new people for the board. evidence/slideshow4/flyer.jpg
Some graphic designs were made to promote the InHousDays (open house days at companies, so students could visit these companies). This mail template was the first iteration, which was sent to students all across the Netherlands. evidence/slideshow4/mail.jpg
To promote Integrand in Eindhoven, as well as to recruit people for the board, some slides had to be designed for publicity screens all across the TU/e campus. evidence/slideshow4/screen.jpg
This poster was made to be placed at the entrance of Integrand locations. It was distributed across the Netherlands. evidence/slideshow4/poster1.jpg
This postcard was sent to relations of Integrand: companies and board members. It is a Christmas card, which was sent by all of the Integrand offices. evidence/slideshow4/postcard.jpg
This poster was part of a new corporate identity, like the postcard. It was part of the campaign to recruit new board members. evidence/slideshow4/poster2.jpg
Being part of the InHouseDays campaign, this poster was distributed across most of the Integrand locations. evidence/slideshow4/poster3.jpg
For Dutch Patches, I made several graphic designs, including the website. For various media (desktop, mobile, Facebook, newsletter, market stand poster), various designs had to be made. Each of these reflect the identity of Dutch Patches. evidence/slideshow5/dp.jpg
For Görtz Fruit B.V., it started with a new website. The identity of the website appealed them quite well, so they decided I could design the labels for their products as well. This had to reflect the same identity as the website. evidence/slideshow5/gortz.jpg
Moods and skills were acted out, and by speed-dating, connections between people were sought to abstract the mood and skill to the essence. evidence/slideshow6/acting.jpg
These connections were mapped graphically, to translate the essence into a different modality. evidence/slideshow6/abstracting-connecting.jpg
This graphical map was later on used to analyze the same essence through sketching. This included speed-dating sketch rounds with others. evidence/slideshow6/sketching.jpg
Scrap prototyping was done to make the abstracted qualities tangible. evidence/slideshow6/anim1.gif
And later on, these prototypes were used in acting out scenarios. evidence/slideshow6/acting2.jpg
It is the technology which enriches an interaction, even the smallest, simplest actuation can contribute to that. This is why I think it is very useful in early stages of the process. evidence/slideshow7/anim1.gif
The final design encorporated arduinos, vibration motors and magnets. These parts added extra interactivity to the object, besides the physical interaction. evidence/slideshow7/tech.jpg
This design is part of a toolset for generating ideas, which is a more sophisticated version of scrap prototyping. In that sense, technology adds an extra layer of interactivity which enforces the idea generation. evidence/slideshow7/tech2.jpg
Constructing patterns for creating a wearable proved to be quite a challenge. evidence/slideshow8/form1.jpg
The prototype was placed on a mannequin quite often to validate if the shape and the mechanism worked properly. evidence/slideshow8/form2.jpg
The design had to fit for a context of running exercise. Herefore, the design had to comply with popular semantics in sportswear, like being lightweight, brightly colored and sporty-looking patterns. evidence/slideshow8/form3.jpg
The mechanism was constructed in iteractions, starting with a scrap prototype. evidence/slideshow9/anim1.gif
For the actuation, servos were used. These were attached to a bobbin in order to pull up the fabric, and to an Arduino to time the rotation. The servo was hacked to be continuous rather than controllable over 180 degrees. evidence/slideshow9/anim2.gif
The power for the servo had to be rather specific, high current, but low voltage (5V). The power supply could provide enough current for the servo, but supplied 12V, which would burn the servo. To prevent this from happening, a voltage regulator was made. evidence/slideshow9/tech1.jpg
The circuit diagram for the prototype. The Arduino “listened” to two buttons (rotating direction: in and out), and provided signal to the servo. Both the servo and the Arduino were connected to a single power supply (12V). evidence/slideshow9/tech2.jpg
Through scrap prototyping, some interactions were explored. Amongst which was this one. evidence/slideshow10/anim1.gif
Peripheral Interaction Design hooks into the attention theory, which describes what interactions are in the center of attention, and which are in the periphery of attention. evidence/slideshow11/attention0.jpg
The determination of priority of tasks as well as how attention is divided is explained with the attention theory. evidence/slideshow11/attention1.jpg
The theory also explains how different senses and capacities interfere when trying to multitask (for both sensing and engaging into activities). evidence/slideshow11/attention2.jpg
Making the concept video required to rethink the scenario a couple of times. Being in such an early phase, it was actually still exploring through acting out in a way. evidence/slideshow12/scenario.jpg
Publishing stories about our client, describing the website we made for them, is a good means of maintaining a good client relationship. evidence/slideshow13/publicity.jpg
As we have different skills, we can work on different parts of a project simultaneously. A method should be developed on how we shape the process of working on a project. evidence/slideshow14/process.jpg
The first iterations resulted in a corporate identity that added the color blue to color scheme. But it appeared less authentic in a way. evidence/slideshow4/1.jpg
Later iterations were part of a new corporate identity: using only shades of the color red, besides white, black and grey. It also became more stylish. evidence/slideshow4/2.jpg
This flyer was part of a campaign to recruit new people for the board. evidence/slideshow4/flyer.jpg
Some graphic designs were made to promote the InHousDays (open house days at companies, so students could visit these companies). This mail template was the first iteration, which was sent to students all across the Netherlands. evidence/slideshow4/mail.jpg
To promote Integrand in Eindhoven, as well as to recruit people for the board, some slides had to be designed for publicity screens all across the TU/e campus. evidence/slideshow4/screen.jpg
This poster was made to be placed at the entrance of Integrand locations. It was distributed across the Netherlands. evidence/slideshow4/poster1.jpg
This postcard was sent to relations of Integrand: companies and board members. It is a Christmas card, which was sent by all of the Integrand offices. evidence/slideshow4/postcard.jpg
This poster was part of a new corporate identity, like the postcard. It was part of the campaign to recruit new board members. evidence/slideshow4/poster2.jpg
Being part of the InHouseDays campaign, this poster was distributed across most of the Integrand locations. evidence/slideshow4/poster3.jpg

About Me

  • B3.2 Assessment feedback
  • Vision
  • Identity

M1.1 Plans

  • PDP M1.1
  • Envisioned Identity

Activities

  • Service 2.0
  • Ideating in Skills
  • Actuating Movement in Refined Wearables
  • Designing for Peripheral Interaction
  • Red-n-Red
  • Integrand
  • Reading “This is Service Design Thinking”

Reflection

  • Interaction Design
  • Professionalism
  • Master level

Future Plans

  • PDP M1.2

Activities

Service 2.0

targeted competency areas

  • Designing Research Processes
  • Self-directed and Continuous Learning
  • User Focus and Perspective
  • Designing Business Processes
  • Descriptive and Mathematical Modeling

targeted process activities

  • Analyzing, Abstracting
  • Exploring, Validating in Context
  • Envisioning, Transforming Society

The goal of an M11 semester is to explore research techniques, and to get more depth into the research one does in a design process, which is different from the design projects I did so far. I did reach more depth within the results of my research, with more elaborated analysis. First of all, I did trend analysis about the banking world to get more insight into the design context. Secondly, with my research I generated input for a design process. It’s related to Designing Research Processes. Although being a research process, I can still see how valuable research can be in while designing. It’s about generating input on explorative basis, generating knowledge about the subject for more grounded design decisions and for validation purposes. It is related to Analyzing, Abstracting. Using both quantitative input as qualitative input, I had to synthesize the right information from the results of the research, of which the activities are also quite related to Descriptive and Mathematical Modeling. I learned about the repertory grid (together with the personal construct theory), and I included an affinity diagram into the analysis. This way, I generated more input for designing than I was able to do before.

It’s also related to Self-directed and Continuous Learning. The client didn’t collaborate throughout the process, which I did not experience before. It meant working independently from the client. Having no access to the design context (ING Retail stores), I had to approach the design context in a different way, just by observing, and extending the context of my research to big banks in general. I had to deal with numerous stakeholders (also for the project internally), which was quite a struggle at times. These stakeholders included amongst others:

At some point in the process, there were conflicting interests: I had my own plan, but the organizing coach and the other students expected me to collaborate (which was a hard task, since each had their own goals). My own plans got confused, and I was constantly adapting plans, which made it look like I was struggling. I couldn’t give it a place back then, but now it seems I was influenced too easily by criticism and advice, whereas sometimes it did only make matters worse. The point is that I shouldn’t let others influence me so much as what happened this semester. In the end, everyone worked separately, since there was no interest from ING. Drawing my own plan was a good step, which I should have held on to much earlier. This is a learning point for me: being in charge of my own design process.

I used scenarios for discussion and generating constructs. The research method that I used gave me a tool to integrate a user perspective in a conceptual phase of a design process. Furthermore, I analyzed the customer journey of several age groups with several needs. This is all related to User Focus and Perspective. I learned that research goes beyond answering research questions, it can be part of creating more awareness over the design context, which contributes Socio-cultural Awareness. The results of the research sketched a design context for developing a service design concept for big banks. This relates to Exploring, Validating in Context, as I explored the context through confronting potential end users in discussions. Involving a competitive, more personal bank enabled me to validate the concepts I designed with employees, being stakeholders with experience from the context.

Although not generating business concepts, the trend analysis did show me what the world of banking will look like in the future. To some extent, it relates to Designing Business Processes. I added the trend analysis as well as the viewpoint of a more personal bank to the results of the research. Comparing these results with the current situation gave me insight into what a customer service should look like, in order to be a bank of the future. It is mostly Envisioning and Transforming Society, as I not only defined a design landscape, but also defined how this landscape will change in the future. It involves finding out how the customer wants to be helped, how society is changing.

Reading “This is service design thinking”

targeted competency areas

  • Socio-cultural Awareness
  • User Focus and Perspective
  • Designing Business Processes

targeted process activities

  • Exploring-Validating in Context

As an introduction to service design, I read the book “This is service design thinking”. It gave me insight into how various design disciplines approach service design, and how I can position myself between these disciplines. It contributed to elaborating my vision on design.

Following the five principles, it is important to work user-centered to co-create solutions which consider the whole touchpoint sequence, provide evidences, and create holistic concepts.

“This is service design thinking” on service design

This results in a combination of disciplines that I think are important: graphic design and interaction design for designing the experience and the holistic consistency, and industrial design as a connecting factor for each of the stakeholders, taking into account different perspectives.

Ideating in Skills

targeted competency areas

  • User Focus and Perspective
  • Form and Senses
  • Integrating Technology
  • Self-directed and Continuous Learning
  • Design and Research Processes

targeted process activities

  • Exploring, Validating in Context
  • Synthesizing-Concretizing
  • Analyzing-Abstracting

This module was about designing based on the skills that are required for an interaction. Next to that, it’s emphasis laid on abstracting the essence of the experience that an interaction evokes. These aspects are abstracted from the interaction by acting out and analyzing the experience you want to evoke. In an explorative way, this is generating insights from a usage perspective, which relates to User Focus and Perspective. The context was sketched by an activity which had to evoke an experience. By trying various methods of exploring like acting out, graphical mapping of physical qualities and scrap prototyping amongst others, various interactions were validated and iterated on. So this relates to Exploring, Validating in Context.

With this module, we generated ideas through experiencing. The generated concepts were concretizations of abstractions. So first, the experience was acted out, from which subtleties were analyzed and abstracted. This was combined into a tangible object with which could be interacted with, to make it more concrete. Along this way, ideas and concepts were generated in various steps. So it relates to Ideas and Concepts, and makes use of process activities within Synthesizing-Concretizing and Analyzing-Abstracting. All this was done while scrap prototyping over the various steps. Over the course of the module, I started to use scrap prototyping for material exploration, rather than building objects. The materials were chosen for their physical properties, the way they supported an interaction and how it contributes to an experience. This contributed to Form and Senses. By integrating lo-fi technology to the prototypes, the experience was captured better, which I have never done before in such early stage. This means I got a new experience in Integrating Technology, and I can see how integrating lo-fi technology can help in enhancing the experience of a concept in an early stage.

The setup of the module was vague: the goals were vague and adjusted every day of the module. This meant we had to deal with uncertainty, more than I ever had to in a design context. It was quite outside of my comfort zone, just like some activities in this module, but it shows to me that stepping out of it increases my flexibility. I just had to adjust my goals for the module and interpret everything differently. It is about Self-directed and Continuous Learning. It was a setup of introducing an explorative attitude in ideation, creation and validation, which I didn’t do so actively before. Concerning Design and Research Processes, this is a point where I learned as well, besides what stepping out of a comfort zone does.

Actuating Movement in Refined Wearables

targeted competency areas

  • Design and Research Processes
  • Form and Senses
  • User Focus and Perspective

targeted process activities

  • Synthesizing-Concretizing
  • Exploring, Validating in Context

This was a one-week module with a rather practical setup. We had to reflect and create in a very short time span, which required dividing the effort. We explored through making rather than envisioning and visualizing, which was required early in the process in order to create a hi-fi deliverable. This is related to Design and Research Processes, in a way that making took a more prominent role than thinking in the design process. It enabled me to explore the semantics of form-giving, as we chose to stick to a certain context (running exercise). Constructing patterns for creating wearables was a new experience for me, it proved to be challenging. It is related to Form and Senses as well as Synthesizing-Concretizing, since the module involved making, based on the semantics that come from the context of running exercise: light-weight, fast lines, sporty colors.

Throughout the design cycle, some iterations on building the mechanism for movement were done. It proved to be hard to make a wearable actuate. Reinforcements had to be applied, weights to be added (or distributed), and mechanisms for applying force to the fabric had to be constructed. Being responsible for the technology, I had to build the technical part of the prototype (servo, battery, voltage regulator, and partly the mechanism). By pulling it over mannequins after each iteration, or by wearing it, both the shape and the mechanism were validated in term of usefulness for exercise, as well as to validate if the construction worked well. It concerns User Focus and Perspective for validating as well as Exploring, Validating in Context.

Designing for Peripheral Interaction

targeted competency areas

  • Ideas and Concepts
  • User Focus and Perspective
  • Integrating Technology
  • Teamwork

targeted process activities

  • Synthesizing, Concretizing
  • Exploring, Validating in Context

This is the most relevant choice from the start on. I think this connects interaction design with service design (designing the entire journey). Many things are in the periphery of attention when going through a customer journey. Scrap prototyping was part of the routine, for quickly exploring the possibilities for designing interactions. This is related to Ideas and Concepts. Next to that, I learned about the attention theory, and how to design for the periphery of attention. This relates to User Focus and Perspective. The desired experience based on material properties was explored as well as analogies for creating understandable interactions. This relates to Form and Senses. Designing a solution for controlling smart lighting in the periphery required making a tangible interaction which is in line with the attention theory and elaborates on the shared vision on peripheral interaction. It’s a continuous iterative process with making and discussing, which relates to Synthesizing, Concretizing.

I designed the interactive part of the prototype. It consisted of coding, connecting a Processing sketch with a Philips Hue light. Because it was Wizard-of-Oz, it required some coordination for the presentation in order to be convincing. The presentational prototype was not fully functional, but Integrating Technology makes the presentation more interactive, even though it is not fully functional. This goes for the video we made as well; we were able to reflect iteratively on the usage scenario of our concept. This relates to Exploring, Validating in Context. Though we did not get in touch with a realistic context, we got a small workshop on how to perform contextual validation. It covered topics like lab-testing versus in-the-wild-testing. Lab-testing enables quick iterations, and can be used to test specific aspects, rather than validating the entirety when testing in-the-wild. Lab-testing is suitable for early stages of the design process, where in-the-wild-testing is conducted later on in the process, requiring more realistic mockups and contexts. The results will vary in what extent they will be close to reality.

I worked in a team of three where I faced two very different individuals. One was in favor of a more straightforward solution, whereas the other wanted to push the boundaries of what was possible. While I was in favor of the latter, I experienced that the former was too stubborn to give in entirely. So instead, I had to act as an intermediary, to make sure we came to a solution. This involves Teamwork, and I had to act as a manager to make sure everything worked out.

Red-n-Red

targeted competency areas

  • Communication
  • Designing Business Processes
  • Teamwork
  • Design and Research Processes

The web design company I referred to before, is called Red-n-Red. Under this name, my brother and I make websites. Besides the websites we are making, there is some planning and strategy-building involved at the moment. We yet have to invest in a good corporate identity, and the CMS that we are planning to build has to be made yet. For now, we set up a platform for gaining audience by creating a Facebook page, to report about our activities and results along the process. Audience is building, but I learned that networking is important. The more you talk about your company, the more people get aware and get interested. In addition, involving my clients within the stories for the audience is a nice addition. It’s an interesting story for me, but also nice publicity for the client, as I also describe a bit of a background story about them. This relates to Communication, but also to Designing Business Processes, as it is about envisioning a business plan.

Because my brother is also part of the company, we need to find a way to spread the effort. Since my brother is far more capable in programming, I can take the design part upon me, whereas he can take the more technical part of building websites. This involves Teamwork, as we need to find out not only how the effort is divided, but also how the effort is rewarded. We need to figure out what kind of activities we need to integrate into the process: ideation, designing (technical and visual), feedback sessions (adjusting plans wherever needed), aftercare (fixing bugs, publicity, instructions on moderating the website). Creating a process for this is vital as we need to be able to stick to a plan, which relates to Design and Research Processes.

Integrand

targeted competency areas

  • Communication
  • Form and Senses

targeted process activities

  • Synthesizing, Concretizing

Integrand is a student organization that connects the students with the corporate world. That means they organize career events, in-house days at companies, and they mediate for student internships at large companies. To gain audience they regularly place posters, hand out flyers and post digital images on publicity screens. They were looking for a designer who could create a more uniform language, as the staff made the designs by themselves so far.

This activity introduced some responsibility for me, as they relied on me for publicity. It requires a professional attitude with regular contact, which relates to Communication. I tried to align the corporate identity on various media, and to appeal the student target group. As it involves visual design, it is related to Form and Senses. So far, various media did not seem to appeal students, so I had to introduce gradual changes the identity. In an iterative process, I explored the corporate identity, the suitable form language and the requirements for each media. Over time, there is a pattern as it became more of an actual identity. I found it was easier to concretize once I got more experience with designing for Integrand. It became easier to integrate all the synthesized information into a graphic design that looks good. So it relates to Synthesizing, Concretizing as well.