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A project from KIKA studio Viki Yap | S137298 Chew Mei Jun | S137633

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Page 1: A project from KIKA studio Viki Yap | S137298 · I. REFLECTION FROM VIKI II. REFLECTION FROM MEI JUN REFERENCES 47 53 61 58 56. RESEARCH & INSIGHTS. RESEARCH & INSIGHTS To start off

A project from KIKA studioViki Yap | S137298

Chew Mei Jun | S137633

Page 2: A project from KIKA studio Viki Yap | S137298 · I. REFLECTION FROM VIKI II. REFLECTION FROM MEI JUN REFERENCES 47 53 61 58 56. RESEARCH & INSIGHTS. RESEARCH & INSIGHTS To start off

CONTENTS RESEARCH & INSIGHTS I. USER RESEARCH II. CONTEXT RESEARCH III. HOSPITAL VISIT

DESIGN DIRECTION

DESIGN PROCESS I: IDEATION I. CONCEPT MAPPING

II: MARKET ANALYSIS I. CURRENT TRENDS II. EXISTING PRODUCTS

III: EXPLORATIONS I. FORM EXPLORATIONS II. MATERIAL EXPLORATIONS

MID-TERM DEMO

FINAL CONCEPT I. OUR CONCEPT II. USER JOURNEY MAP III. OUR CORE VALUES

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CONTENTS TECHNICAL ASPECTS I. MOOD INDICATIONS II. RFID CREDIT SYSTEM III. POWER SOURCE

FINAL DEMO DAY

FUTURE DEVELOPMENT

REFLECTIONS I. REFLECTION FROM VIKI II. REFLECTION FROM MEI JUN

REFERENCES

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RESEARCH & INSIGHTS

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RESEARCH & INSIGHTS To start off our project, we have done some background research which

are crucial in our decision-making processes in which we have to take into account during our design process.

> I. USER RESEARCH> II. CONTEXT RESEARCH

> III. HOSPITAL VISIT

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I. USER RESEARCH Are constantly on the move but tire easily

likes to draw

likes to explore

Want to do things for themselves

Are talkative

Are curious and questioning

Love repeating phrases, rhymes and songs

Cannot think chronologically

Experience emotions intensely but those can change quickly

Struggle to discern between fantasy and reality

Enjoy stories

Have a creative imagination

Seek adult approval

Are confident

Want to please

Dislike a change of routine

Have better coordination which enables them to play sport

Understand rules and the consequences of breaking them

Want to help adults

Are growing in their skills and abilities

Learn more by doing than by listening

Are eager to learn

Learn by repetition

Enjoy organised games but are poor losers

Like action stories and enjoy silly humour

Are likely to carry scars from emotional trauma into adulthood

Become easily discouraged

Cannot really understand the distant past or the future

Have empathy for poor and suffering people

Have a growing need for approval

Desire to have a pet - something to care for

GENERAL CHARACTERISTICS OF CHILDREN

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I. USER RESEARCH

AGE 4 - 5 AGE 6 - 8 AGE 9 - 11

- Tired easily- Start to draw recognisable pictures- Creative imagination - Curious - Easily discouraged - Desire to have a pet

- Desire to have a pet - See winning as priority - Eager to learn - Confident - Distinct personalities

- Adventurous - Independent - Tend to worry more - Concrete thinkers - Able to concentrate well

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I. USER RESEARCH

Comparing with each age group, we have decided to work on kids aged 4 to 5 as they seem to be the ones who have the most imagination to allow for open-ended play which is in line with what we hoped to achieve in this project.

From this age group, we further split our user research into two main categories - general characteristics and characteristics of them suffering from cancer. Some examples of overlapping qualities are that they are imaginative, easily discouraged and emotionally sensitive.

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II. CONTEXT RESEARCH

As we embark our project journey, we feel that it is important to understand more on what our client wishes are in order to design something suitable for them to apply. This would help to build up rapport in our relationship as designers with them. By speaking to the client personally and doing some research on their vision and missions through their online portal, we have highlighted some interesting insights that could be good to work on.

Insight 1: Focus on the development of the child with a fully integrated care system.

Insight 2: Trustworthiness, compassion, excellence and durability - the 4 key words that defines the culture and characteristics of the Prinses Maxima Centre.

Insight 3: Building facilitates and supports the healing process.

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III. HOSPITAL VISIT

During the semester, we were given a chance to visit the Wilhelmina Kinderziekenhuis (WKZ) Hospital at Utrecht to relate and empathise more with the environment and patients there.

When we are there, we were allowed to have the hospital tour in groups of 4. As much as we wanted, we did not have the chance to communicate with any of the patients and parents there as they were pretty isolated to themselves.

INSIGHT 1: NO ONE AT PLAY FACILITIES INSIGHT 2: DESKTOPS WITH PRELOADED SYSTEM

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DESIGN DIRECTION

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DESIGN DIRECTIONOur goal is to design an interacive system to motivate each

child towards a holistic development of their well-being, which encompasses of creativity, compassion and excellence.

CREATIVITY COMPASSION EXCELLENCE

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CREATIVITY

One of the main characteristics of our target user group is being imaginative. Kids aged 4 to 5 have the tendency to make things on their own and have their own mindset on how things should look and feel.

An attempt we could adopt to bring out the child’s inner Picasso was to make our interactive system an open-ended play with no boundaries or limitations to how the child could express their creativity. This is something we hoped to achieve by the end of the project.

Some aspects we could apply in our designs are customisable, personalized and versatility.

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COMPASSION

Compassion is another quality that we picked out that serves to be have a good connotation in bringing out the goodness in a child. This might train them to develop a sense of responsibility to the things they own.

To do so, we have to take into account a system that enables the child to feel for. This could further branch down to the needs, wants, emotions, mood and maybe even time spent on them.

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EXCELLENCE

Children in the age group of 4 to 5 also tends to give up and be discouraged easily. In this case, it is important to design things that are easily apprehensible to them so that they understand the rationale of why they are doing this and that. A solution for this could be to constantly motivate them to work towards a goal and have rewards when they have fully accomplished it. This is equivalent to giving treats to them when they have done something good.

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DESIGN PROCESS

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DESIGN PROCESS I: IDEATION Proceeding from our design direction, we have undergone some

concept-mapping and brainstorming on concepts that fulfils the criteria that we wish to achieve based on our research. They range from creating an

environment for different realms, projection games, and various other activities that we could think of implementing in the hospital.

> I. CONCEPT MAPPING

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I. CONCEPT MAPPING

Some design criterias we have while brainstorming were:

1. Open-ended play 2. Encourage compassion 3. Educative 4. Interactive

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I. CONCEPT MAPPING

An in-depth mind-mapping on ideas for a pet-related toy was done to expand our concept. To which, we concluded on having a customisable toy that also requires the child to take care of it amidst his stay in the hospital.

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DESIGN PROCESS II: MARKET ANALYSIS To understand what the children in this generation are looking at in the toy market, we did some analysis on current trends and existing products that

are popular in the market.

> I. CURRENT TRENDS > II. EXISTING PRODUCTS

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I. CURRENT TRENDS

Analyzing the current toy market, we have realised that there has always been a growing popularity of pet-related toys that encourages the child to keep it alive by doing a set of activities.

This is in line with what we hoped to achieve on encouraging compassion in a child as it is about taking care of something they own - like a pet.

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II. EXISTING PRODUCTS

Having decided on concentrating our project on plushies, we have researched on some existing products in the market that had some popularity for at least a period of time.

These gave us an idea on the type of soft toys that we want. Since our concept is open-ended, we feel that the outlook of our main body should not look too fixed and should be general shapes that dœs not determine which is the head and which is the body. This is to reduce the similarity to familiar animals and human beings that will narrow the child’s creativity.

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DESIGN PROCESS III: EXPLORATIONS Looking at what we have researched so far, it is now time for us to dive

into 2D and 3D explorations from sketching to form to materials.

> I. FORM EXPLORATIONS > II. MATERIAL EXPLORATIONS

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To do fast form explorations, we have used Adobe Illustrator to do quick shapes. This gives us ample opportunity to twist and edit the shapes into the right form that we want.

I. FORM EXPLORATIONS

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I. FORM EXPLORATIONS

We then did a detailed 3D sketching on some of the interesting forms. From here, we worked towards general shapes that eliminated those that are too complex.

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I. FORM EXPLORATIONS

Comparing with the market analysis research, we unilaterally decided that the form should work around a general shape rather than a defined form with head, body and limbs. This would encourage the child’s creativity as there are no pre-determined areas on familiar things around them.

Since they are also supposed to be monsters-like creatures, we feel that this is the best way to spur up their imagination with the most unfamiliar shape.

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II. MATERIAL EXPLORATIONS

TYPE OF FABRIC:

Material Choosing Criteria:

1. Easily detachable 2. Available in big sizes 3. Relatively cheap and affordable 4. Readily available 5. Variety of colours

velcro hooks

felt

knits/yarn

velcro loops

We concluded that felt is the best material to use as it fulfils all of the above criteria. After which, we did a further analysis by buying different qualities and thickness of felt. It was finalized at the 1mm thickness one as it is soft but durable enough.

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II. MATERIAL EXPLORATIONS

Since our target group are for children, we feel that it is important for these toys to attract their attention. Hence, we did some color scheme explorations as well.

Comparing vibrant and vivid colors to pastel ones, we feel that the former is more compatiable with the age group that we are dealing with as they appear to be more lively.

We also try to keep them at primary colors to be unisex with no biasness to any gender.

COLOR SCHEMES:

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MID-TERM DEMO

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MID TERM DEMO The mid-term demo day serves as a learning checkpoint for us to pitch and

receive feedback from our peers and tutors to help us progress in our project.

> I. WHAT WE DID> II. FEEDBACK FROM TUTORS > III. FEEDBACK FROM PEERS

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I. WHAT WE DID

For the posters, we did a user journey map to elaborate on our concept and another for technicalities. We were also able to show some working prototypes and allowed our peers and tutors to interact and play around with it. They could personalise the outlook of their pet in anyway they want with the accessories we provide.

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II. FEEDBACK FROM TUTORS

Readers can be placed around the hospital for checking the health status of TOTS!

TOTS can have the story of suffering from same disease as the kids.

Is it only available in the hospital? Can they bring it out of hospital or home?

There can be a physical store in the hospital for kids to buy the accessories!

“”

- Janine Huizenga, Coach

“”

“”

“”

- Ellis Bartholomeus, Coach

- Jonas Vorwerk, Coach- Cees Henzen, Client

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III. FEEDBACK FROM PEERS

I like how kids can customise their own tots according to their likings!

If I were the kids I would love to stay in hospital just to play with my it!

How about making more variation of accessories? I would love to have more options to choose from!

“”

- Vincent Visser, B1.2

- Janne Gillis, B2.2

“”

- Caro Van Kessel, B2.2

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OUR EVALUATION Generally we have gotten positive reponses from our peers and tutors. They are receptive towards our concept and like the customisation parts of the project.

By the end of the mid-term demo day, the tutors are given coins where they could allocate them to the projects that they like. We are fortunate and honoured to have received the most number of coins as it possesses clarity in our concept and it has possibility of realizing it. However, there is still room for improvements regarding our concept on the emotional connection to the kids cancer patient and the technical aspect of our project.

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FINAL CONCEPT

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FINAL CONCEPT

> I. OUR CONCEPT >II. USER JOURNEY MAP > III. OUR CORE VALUES

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TOTS are personalized electronic companions for young cancer patients aged 4 - 5, where it would help them cultivate 3 core values - creativity through customisation, compassion through taking care of the

TOT and excellence through the credit system.

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A long time ago in a galaxy far, far away...... There is a planet where a species of creatures named TOTS

lived there. Each creature is suffering from the same disease as the patients in Prinses Maxima Centre. In order to save their lives,

they have to be taken care of......

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House of

is is rl.

thCa

this is brad.

this is delane.

When the child arrives at the Prinses Maxima Hospital...

01 There will be a house of TOTS where the child could personalize his very own pet.

02 The child will be given a chance to choose and customise his pet in anyway he or she wants.

03

II. USER JOURNEY MAP

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FOODMEDICATION ACCESSORIES

The child could gain credits from doing several activities such as undergoing chemotherapy, eating healthy food and doing exercises.

This would encourage and motivate the users to accomplish these tasks as they usually find them a chore or painful to do.

04 With the credits earned, the child could use them to keep their pet alive by feeding food, medication and buying accessories for them.

05

INTERACTION

II. USER JOURNEY MAP

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30 Credits

40 Credits

15 Credits

10 Credits

RFIDReader“Beep”

you have

Credit(S) on Tots.

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To check and purchase credits, the child could simply scan his pet on the RFID reader and follow the instructions on the monitor.

06 For the accessories, the child could go to the store to purchase and customise them.

For food and medication, the child could purchase themselves on their personal desktop or device.

07

II. USER JOURNEY MAP

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1. responses to it’s name 2. responses to motion 3. Sleep when no interaction for 15 minutes.

Last but not least, the user could also make simple interactions with the pet. 08

“giggles”

“Zzz..”

HEY

CARL!

“Hey,

What’s up?!”

II. USER JOURNEY MAP

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II. USER JOURNEY MAP

Satisfying the needs will send a signal back to the pet in which the LED lights on the pet would glow according to its overall well-being. This would let the child know how well the pet is.

09

= Unwell

= Fine

= Great

= Awesome!

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CREATIVITY

TOTS aim to build up the child’s creativity through the way we allow him or her to customise the pet. Such open-ended play gives them plenty of opportunity to express and bring out their imaginative minds.

Also, the parts are made of velcro which makes it easily detachable for the child to allow room for errors. This gives them the opportunity to change the outlook as and when they want too!

CUSTOMISATION

321

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COMPASSION

To instill compassion in the children, we have decided to bring “life” into the TOTS.. Each child is told to keep their pet alive by fulfilling its 4 needs - hunger, health, mood and interaction. Being told that they have the same disease as them, the child will have an emotional connection to the TOTS, which will allow them to empathise and feel for the pet.

TAKING CARE OF TOTS

FOODMEDICATION ACCESSORIE S INTERACTION

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EXCELLENCE

Motivation is a key factor for kids to perform tasks that they deem a hassle or painful to do so, such as undergoing chemotherapy.

The credit system acts as a motivation for them as their reward for doing the tasks will be given as points for them to purchase and keep their pet alive.

CREDIT SYSTEM

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TECHNICAL ASPECTS

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TECHNICAL ASPECTSThe technicalities of the feedback system and credit system are mainly programmed by Arduino, and its functionalities would be discussed here.

> I. MOOD INDICATIONS - LEDS AND AUDIO OUTPUT> II. RFID CREDIT SYSTEM

> III. POWER SOURCE

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MOOD INDICATION 1: LED LIGHTS FEEDBACK

Arduino Uno

3 Yellow LEDs

Tilt Switch

Push Button Resistors

I. MOOD INDICATIONS

In order to show the well-being of the pet, we managed to get the LEDs to do some effects to show the different emotions of the pet. For instance, the lights will fade and blink to show that it is inactive (similar to sleeping), and knight rider effect to show that it needs attention, etc.

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MOOD INDICATION 2: AUDIO OUTPUT

I. MOOD INDICATIONS

Other than the LED lights, we have also ordered an Adafruit Wave Shield to attach on the Arduino Uno which should act as a MP3 player that plays wma files upon trigger. Nonetheless, we are still in the progress of making this audio output work.

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II. RFID CREDIT SYSTEM

For the RFID system, we intend to use it for the credit system that the user would adopt. Likewise, we have gotten a simple 125kHz UART RFID module and 125kHz RFID tags to simulate the system.

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III. POWER SOURCE

Currently, we are using only a 9V battery to power up our feedback system and Arduino Uno. For future development, we hope to be able to use inductive charging to reduce the weight and hassle for the child to change the batteries.

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FINAL DEMO DAY

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FINAL DEMO DAY The Final Demo day acts as a final checkpoint for us to receive

suggestions and comments from the peers and tutors.

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FINAL DEMO DAY

Overall, we received good feedback on the graphics and layout of the booth. One suggestion we have was to think more about the activities to earn the points, such as having fun activities that they like to do too.

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FUTURE DEVELOPMENTHere, we cover topics that we received as suggestions. Due to time

constraints, we are unable to make the entire system work, thus this could be done if this project was brought to a later stage for continuity.

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Playroom/Store for TOTS

FUTURE DEVELOPMENT

Interaction with other children Able to bring TOTS home

Inductive charging RFID readers placed all around the hospital Earn points with activities that they like

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REFLECTIONSA short, summarized reflection on our general feedback on this KIKA project.

> I. VIKI’S REFLECTIONS> II. MEI JUN’S REFLECTIONS

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I. REFLECTIONS FROM VIKI In summary, I had a fruitful learning experience in the KIKA project as an industrial designer. I have understood that functionality is a key aspect that is inseparable in the process of designing and that a good designer should not only focus on its æsthetics and form.

Electronics, my biggest fear Coming to TU/E for exchange was a big step to me as I was finally stepping out of my comfort zone to work with electronics since this is a technical-based school. At the start of the semester, I was struggling with trying to get the electronics to work since I have no prior experience to it at all. Fortunately, there are always peers around the orange space or e-atelier that we could seek help from.

Sewing and graphic design, my strengths Other than the technical aspects, I also enjoyed the making of TOTS process as it involves a lot of sewing and handicraft skills which I am personally better at. Furthermore, I am glad that I received positive feedback on my graphic design and layouts as seen from the posters, presentations and website. I believe other than it to be æsthetically pleasing, it should have clarity on the flow that it guides the user across the page so as to communicate to the readers well.

Positive feedback on our project Generally, it was a relief that our concept has good and affirmative feedback, even from the client himself. As mentioned by him, he sees a holistic system that has detailed planning and analysis on each aspect and has potential in further developing it to a greater scale. Even though our project may not be chosen in the end, it was still a fun experience to be working with the Prinses Maxima Centre.

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II. REFLECTIONS FROM MEI JUN Overall I really enjoyed the entire process of doing this project. As an exchange student from Singapore, it is truly an eye opening experience for me to be able to work with peers and tutors from TU/e. Kika project in collaboration with Prinses Maxima Center gave me a good opportunity to gain experience in working with a client in the real world.

One of the challenges we faced doing this project is to take into consideration of our context and target users who are children suffer from cancer. Thus, we need to pay extra attention to the selection of material. Physical, mental and social factor of the young cancer patients are the main consideration when we are designing. Another problem that we face is that we are not able to carry out user testing with the patients. However, talking to our client and visiting the hospital for us gave us a clearer idea of the environment that our target users are in.

Another major problem that we face are integrating technology into our TOTS. As both of us do not have prior knowledge on electronic, the learning curve is really steep for us. However through the help of our creative electronic tutors and peers from KIKA project, we manage to make our prototype work.

The demo days are truly an eye opening experience for me. Back in Singapore, we only have final presentation on our projects and do not really have a chance to visit other projects. The demo days in TU/e really allows me to better understand what my fellow peers have been busying with and helps learn by gaining more exposure to other projects.

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REFERENCES

Prinses Maxima Centre http://www.prinsesmaximacentrum.nl

General children characteristicshttp://www.truthforkids.com/age-characteristics/#.U6JJXl7f3vY

Technical helphttps://www.sparkfun.comhttp://www.rs-components.com/index.htmlhttps://www.adafruit.com

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END.

Special thanks to our coach Jonas Vorwerk, for his time and effort in guiding us throughout this semster, the client Cees Henzen and the Prinses Maxima Centre for offering us an opportunity to work with him, and also all the peers and coaches who gave us suggestions.