Projects



Final Bachelor Project (Bachelor year 3) – Presence
Final Bachelor Project (2023) – Presence

For my Final Bachelor Project, I designed Presence — a system that reconnects remote workers with their office environment. The concept consists of a physical device and a companion app that visualizes the availability of colleagues in an intuitive, embodied way, lowering the threshold to reach out online. As the only semester-long solo project in the BSc Industrial Design curriculum, this project brought together everything I had developed across three years: design process planning, physical prototyping, UX design, and iterative development.



Coolwine Music – The Full Story (2021)
Coolwine Music – The Full Story (2021)

In 2021, I recorded my first album — ten self-written piano compositions that together form one continuous piece, like chapters making up a book. The accompanying video was filmed in the St. Aegtenchapel in Amersfoort. The album is a personal one: a story told through music, in what I consider the most universal language there is.


Entrepreneurship in Action (Bachelor year 2) – ENTRAIN
Entrepreneurship in Action (2022) – ENTRAIN

ENTRAIN is a concept for reducing boarding times and improving passenger distribution across Dutch trains, developed during the USE learning trajectory on Technology and Entrepreneurship. Over the course of a full quartile, our team worked out the concept in detail from an entrepreneurial perspective — including an interview with the product owner of the NS advanced data analytics team to ground our concept in real-world considerations.



Internship National Company (Bachelor year 3) – at MedApp
Internship National Company (2022) – at MedApp

During my third year, I completed an internship at MedApp, a health-tech company in Eindhoven. I worked as a UX/UI designer, contributing to feature design, usability research, and cross-functional collaboration with the Tech, Marketing, and Pharmacy teams. Key deliverables included the medical diary, medication alarm, and intake planning functionality — all developed through iterative usability testing with end-users.



Coolwine Music – Cardboard Crafts (2022)
Coolwine Music – Cardboard Crafts (2022)

In 2022, I released my second piano album. Where The Full Story was introspective, Cardboard Crafts was about experimentation — trying new things, being a bit more out of the box. Crafting with cardboard felt like the right metaphor: creative, hands-on, and unpretentious.



Aesthetics of Interaction (Bachelor year 3) – Wildlife Wake-up
Aesthetics of Interaction (2023) – Wildlife Wake-up

In this course, I explored interaction design through a series of assignments centered on creativity and sensory experience. For the final assignment, I designed a wake-up experience tailored to an extreme character: a wildlife photographer. The process drew on sketching, prototyping, and theoretical frameworks on aesthetics and interaction.



Project B2.1 (Bachelor year 2) – DiVine Garden
Project B2.1 (2021) – DiVine Garden

DiVine Garden is a home hydroponics system designed to counterbalance automation in the house of the future. The core idea: by giving people a small, daily, non-automated task — tending to their own vegetables — they regain a sense of control over their environment. Developed within the New Futures squad, the project involved physical prototyping and user testing to arrive at a clear and considered final design.



Project B1 (Bachelor year 1) – Tap2Tap
Project B1 (2021) – Tap2Tap

Tap2Tap is a smart home ecosystem designed to make residents aware of their water usage in real time, developed within the Climate Adaptation team of the Smart Cities squad. The project introduced me to scientific ideation and validation methods in a design context. My main contribution was the interactive app prototype, which can still be explored via the Figma link above.



From Idea to Design (Bachelor year 1) – Climate Countdown
From Idea to Design (2020) – Climate Countdown

Climate Countdown is a physical-digital hybrid board game that teaches high school students about climate change and how to act on it in daily life. Developed in the very first quartile of my BSc, this project was my introduction to design thinking, brand identity, and app design. A companion app was developed alongside the board game, and significant effort went into making the visual design of both as polished as possible.



Intelligent Interactive Products (Bachelor year 3) – Pollock
Intelligent Interactive Products (2023) – Pollock

Pollock is a machine learning-powered interactive installation that turns music into visual art. Using a multiclass linear support vector classification algorithm trained on fused microphone and accelerometer data, the system identifies which note you are playing on glass bottles and generates an artwork in response. The project was developed as a final deliverable for the Intelligent Interactive Products course.



Introduction to Tech Entrepreneurship (Bachelor year 2) – RISE Alarm Clock
Introduction to Tech Entrepreneurship (2021) – RISE Alarm Clock

RISE is an alarm clock concept designed to help people start their morning with light exercise. Developed during the Tech Entrepreneurship course, the project involved user interviews, questionnaires, value proposition design, and business model development — all aimed at making a convincing case for why the product would succeed on the market. I conceived the idea and was responsible for the design and final presentation.



Project B2.2 (Bachelor year 2) – Explorative (design) research into AI stimulating social interaction between strangers
Project B2.2 (2022) – Explorative (design) research into AI stimulating social interaction between strangers

This design research project investigated whether AI could influence social behavior by visualizing body posture. A fan-shaped actuator represented the openness of participants’ posture in social settings. Our research found that social interaction is strongly shaped by context, and that posture — while related to openness — is too personal a signal to be universally predictive. The project combined design, research methodology, and an AI-driven artifact in an exploratory format.



Creative Mechanical Design, Engineering and Manufacturing [Advanced] (2023) – Shape Changing Laughing Mirror

For this engineering-focused elective, I designed and built a laughing mirror that randomly changes its shape each time someone stands in front of it. The project covered the full design-to-manufacture pipeline: kinematic design, exact constraint analysis, finite element analysis in SolidWorks, laser cutting, 3D printing, and Arduino coding for servo control and distance sensing.



Engineering Design (Bachelor year 2) – SonEye
Engineering Design (2021) – SonEye

SonEye is a navigation aid for blind and visually impaired users — a headband equipped with ultrasonic proximity sensors and vibrating elements that provide haptic feedback about the surrounding environment. Within the team, I took initiative in structuring the design process and guiding the group toward a clear end product.



User Centered Design (Bachelor year 1) – Roomy
User-Centered Design (2020) – Roomy

Roomy is an app concept connecting students looking for rooms or roommates. Developed during a course focused on UX research methods, the project moved from user interviews and affinity diagrams through to personas, paper prototypes, and a fully interactive app prototype. It was here that I first discovered my interest in UX and interface design.



Creative Electronics (Bachelor year 2) – HueYou
Creative Electronics (2022) – HueYou (& heating system)

HueYou is an analog circuit-controlled desk light that automatically adjusts its color temperature throughout the day — cooler light during working hours for focus, warmer light in the evening for relaxation. Built during the Creative Electronics course after a series of weekly electronics assignments, this small project was an opportunity to apply circuit knowledge to something genuinely useful.



Creative Programming (Bachelor year 1) – Regenboog
Creative Programming (2020) – Regenboog

Regenboog is an interactive drawing program written in Processing during the Creative Programming course. The program features a large rainbow color picker and lets users draw freely with their mouse — simple, playful, and my first real introduction to programming logic and GUI design.



Intelligent Interactive Products (Bachelor year 3) – Air Drumkit
Intelligent Interactive Products (2023) – Air Drumkit

The Air Drumkit is a pair of drumsticks that lets you play drums without a drum kit. Using a multiclass machine learning classification algorithm, the sticks detect which drum you are hitting based on motion data and provide audiovisual feedback in real time. Developed as a midterm deliverable for the Intelligent Interactive Products course.