b1.2 report - flight (project smart cities: internet cafe 2020)
TRANSCRIPT
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F L I G H TFUTURE COMMUNICATION SYSTEM
B1.2 PROJECT SMART CITIES INTERNET CAFE 2020
JORT BAND, POUYA BOZORGZADEH, ANQI LI, BRAM DE VOGEL
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People have always wondered whatthe future might look like. From
Fritz Lang’s 1920 Metropolis to
modern-day science fiction such
as Minority Report, we have tried to im-
agine what it’s like to live in several years
from now.
When talking about the future now,
however, one thing seems to be certain;
the ever increasing influence of the in-
ternet and the digital world on our daily lives. Originally invented in the 1970’s
as a US military and university network
named the ARPANET, the internet we
know nowadays has spread throughout
the world. It connects people and devices
globally.
rough connecting users virtually,
many opportunities exist and many are
still being discovered. is affects our
daily lives ever more. An example is therise of flexible working, a development
that has been accelerated because of
the internet. e possibility of working,
meeting and communicating with people
in different physical locations means you
can work wherever you want to work, al-
lowing for unprecedented flexibility and
possibility on the go.
Although the ease of doing many things
virtually is appealing, we find ourselvessometimes surrounded by more technol-
ogy than actual people we can talk to.
Although the internet offers a substantial
amount of benefits, e-mail and social net-
works still don’t act as a replacement for
natural human interaction. We are rather
talking to a system and machines than to
another person. Meeting in the physical
world still seems to speed up a working
process more than digital interaction. Es-pecially in companies where every bit of
time counts, this can mean a lot.
Looking into the future of the work-
ing environment in 2020, we decided to
personalize the working space again. Re-
connect the professionals, stimulate com-
munication and collaboration. We call it
Flight.
Find out what it is about. Let us show
you our journey in creating it.
Bram de Vogel, Jort Band, Pouya Bozorg-
zadeh, Anqi Li
AN INTRODUCTIONTO THE YEAR 2020
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SPECIAL THANKS TO SANDER MULDER, OUR FAITHFUL SUPPORTER, GUIDE & MOTIVATOR
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VISION
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PROJECT
DESCRIPTION
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Cities are concentrations of
people, commerce, services,
culture, entertainment and
education. In today’s cities,
and with all the technology, having easy
access to other people and to facilities
no longer requires their physical vicinity
as in the traditional cities. Instead, peo-
ple and services are “one button away”,
creating the notion of “digital cities”,
this development imposes the danger of
eroding the traditional concept of cities
as physical concentration of people, ser-
vices (both profit and non-profit) and in-
frastructure. e notion of “digital cities”
(?), this project focuses on the notion of
Internet café’s: places where people can
go and meet people who are physically in
other locations. While traditional Inter-
net Cafés usually enable individuals gain
access others through the internet, Inter-
net café’s 2020 allows a group of people
at one place to meet a group of people in
another physical location.
e project fits in the evolution from
E+ (local City department and Society in
collaboration with knowledge institutes,
2003-2009) through B+ (Brabant Acad-
emy, since 2009) as a regional virtual
network for sharing knowledge to W+,
a worldwide network for sharing knowl-
edge and cooperation. e target group is
the Facebook generation, more specifical-
ly representatives of the creative industry
(new age entrepreneurs), for whom shar-
ing knowledge and cooperation are no
longer linked to a physical location.
Our overall goal is to design ‘Internet
Cafe 2020’: a place where groups of new
age entrepreneurs can meet with similar
groups elsewhere for sharing knowledge
and cooperation, learning from each oth-
er and appreciating the different cultural
backgrounds.
We gained our visions through differentkinds of idea generation techniques and
by narrowing down the original project
description, in order to make it for our-
selves clearer. At the same time, we tried
to match our goals to the client’s need in
the best possible way. Finally we decided
to focus on the following areas: Eind-
hoven In e Cloud, Out-Law Business,Open Knowledge In An Open World and
YOU™. Using these we spread out and
came up with four individual concepts.
By validating the feedback collected in
the mid-term exhibition and combining
the essential criteria from each concept,
we worked out the final design.
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I
t is an average working day of the week,
sometime in the year 2020. Another day for
Julian to work for the company that current-
ly employs him. Today, he may decide to go
to the offi ce; however, he mvay also choose to
work from home or from one of the flexible
working spaces available in the cities. No mat-
ter where Julian goes, he knows that he has ac-
cess to everything he needs. His smartphone
and tablet computer constantly connect him
with the internet through mobile broadband
and ensure that he is constantly in sync with
everything and everybody. While Julian is en
route to today’s working location, he uses his
smartphone to pay for public transport and
receives traffi c information >>> >about the
line he is travelling on, by simply being there.
Having checked in with his phone at a work-
ing and meeting location, he may either work
using the common touchscreen table on the
WORKING
IN 2020
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desk in front of him or instead use his own
tablet computer. No matter what he chooses,
he knows that he will have access to the files
he needs for today.
The Internet of Things
Julian’s workday is very well technologically
feasible. In fact, the almost complete penetra-
tion of internet-connected devices in our daily
life doesn’t lay that far into the future. Already
we find ourselves surrounded in a world with
an increasing amount of electronic devices ca-
pable of connecting to the web. In 2020 there
will be 50 billion devices connected to the in-
ternet (Evans, 2011). However, it won’t just be
devices that will be connected; everything in
our world that we can put an identifier or chip
on, will be part of the net. ese will likely not
only connect to the global internet, but also
form networks of their own; the so-called In-
ternet of ings. e integration of technol-
ogy in almost every part of our daily and our
working lives will allow unprecedented pos-
sibilities of interacting with objects and com-
municating with people.
Flexible working
Another element that characterizes Julian’s
day at the offi ce is that the offi ce has lost much
of its importance as a daily working space.
Possibly due to the improved possibilities of
communication through the mobile phone
and e-mail, employees no longer think it’s
necessary to spend the entire day at the of-
fice. Instead, they work at home, share a desk
at the offi ce with co-workers and work there
only when they need to be there; or they may
use flexible working locations such as Seats-
2Meet. Because of the world-wide availabil-
ity of broadband internet, Julian and his col-
leagues can still keep in touch about progress
and even schedule online meetings.
The Global Village
e internet is also redefining country bor-
ders and team communication. Because there
is no longer the need for a permanent local-
ized working location, you are not required
to work with people that reside in the same
area or country where you are. e notion of
the ‘Global Village’, a term first coined in e
Gutenberg Galaxy (McLuhan, 1962), envi-
sions the globe as a village tied together by
electronic technology, in which information
can instantaneously flow from one point of
the world to any point of the world. We might
say that this is the internet as we now know it.
e name also implies that the internet brings
people closer together, even though they may
live in different parts of the world. In 2020,with global mobile internet coverage, Julian
may be hundreds of kilometers apart from a
team member, but he will still be able to work
together on projects; no matter where he is,
Julian will be able to communicate and share
and exchange his knowledge with anyone in
the world.
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A
ll these possible connections to
devices and to people through de-
vices offer great opportunities to
us all. However, there are down-
sides to being constantly connected. You may receive dozens of e-mails per day, but how
do you know which ones are most important
and what messages do you actually reply to?
e continuing incoming flow of information
through social networks such as Twitter, Fa-
cebook and LinkedIn often contains less value
to the average working individual. It may even
be counterproductive; the overkill of digital
input can consume a lot of valuable time of a
professional. Especially for flexible profession-
als such as creative and consultants, time is
money; whenever they spend time processing
non-related information, they lose money.
e working environment is becoming in-
creasingly flexible and digital. Paradoxically,
this increase in the amount of communicationbetween people in the digital world doesn’t
automatically lead to more communication
and interaction in the physical world. is
may indicate that when people talk to some-
one through a device, they feel less like they
are talking to that person and are rather in-
teracting with a device, impersonalizing the
experience.
Another issue prevalent in companies with
multiple project teams at work, is awareness
of each other’s progress and results and the
exchange of relevant knowledge. Professionals
may be out of touch with each other and may
not always know what coworkers are doing or
what work these persons have accomplished
in the past. A shame, since a team’s or indi-
vidual’s research could add value to another
person’s project and vice versa. If a team in-
side a company is able to quickly connect to
other teams with knowledge of the subject at
hand, or the ability to assist, the final quality
of the end product and overall speed of the
process may be positively influenced. Less
time is used on discovering and researching
certain aspects that may already have been
explored by others; another person’s expertise
and skills can be of value when e.g. construct-
ing prototypes or analyzing models and codes.Increased awareness may lead to increased co-
operation, resulting in a better overall quality
and a higher effi ciency. Moreover, after a suc-
cessful cooperation new perspectives and op-
portunities may be explored with the people
you cooperated with.
DEPERSONALIZATION ANDINFORMATION OVERKILL
VISION
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F L I G H TF I N A L C O N C E P T
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MEET FLIGHT.FINAL CONCEPT
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STIMULATING A CARING WORK ENVIRONMENT BY PER-
SONALIZING AND IMPROVING RELATIONS BETWEENCOWORKERS. ADDING VALUE BY RAISING AWARENESS OF
WHAT RELEVANT PROJECTS COWORKERS ARE WORKING
ON; HOW THEY PERSONALLY, OR HOW THEIR WORK MAY
CONTRIBUTE TO A PROFESSIONAL’S CAREER OR WORK.
Flight is a communication system with
a physical device placed on the desk of
a 2020 working environment. e per-
sonalization, is a combination between
virtual and physical world; because peo-
ple need to use their own hand-writings,
drawings, etc. to send it to someone, or a
group of people by putting tags on them.
ese tags can be an invitation to work,
or asking someone with relevant exper-
tise or interests for support or collabora-
tion.
With Flight, co-workers in an local work-
ing environment can share important
or relevant information or knowledge,
or setup a meeting without getting dis-
tracted from their work. ey don’t need
to do an extra work actually. When they
need a help, or when they want to share
something, the only thing they have to do
is a hand gesture. Take-off to send and
landing gesture for receiving an incom-
ing message.
As we believe that in 2020 touch screens
can take all over a working space, so hav-
ing a touch screen table is going to besomething usual ! like mobile phones that
we all have. Working, drawing, or any
other activities can be transferred com-
pletely from laptops, PC’s, notebooks
and tablets, simply to a big interactive
touchscreen table, that in some aspects
is not good, because people will lose the
personalization part of their lives.
By enabling the hand-writings, instead
of a typed messages, we are giving peo-
ple, the ability to recognize each other,
also from their hand-writings, which is a
physical activity.
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D E S I G N
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TIMELESS ELEGANCE VERSUS
FASHIONABLE AND TRENDY
While designing the exteriorof our prototype we aimed to
make it “future proof”. is
means that we didn’t want to
make it ‘fashionable,’ because a
fashion style usually only lasts
for a certain amount of time
and can therefore appear out-
dated more quickly. is is why
we chose to make a more time-
less design, that relies rather on
general design style than trends.
In order to achieve such a look,
we used the work and guidelines
of German industrial designer
Dieter Rams. As lead designer
at Braun, he designed several
household appliances in the
past century, that still look great
to date. In fact, Apple’s popular
devices designed by Jonathan
Ives, follow Rams’ design guide-
lines. With a purely minimalis-
tic design, however, we felt that
the design may be a bit bland
and less interesting. We de-
cided to set out a challenge for
ourselves to make a minimalis-
tic design that would stand out
in a positive way and would be
more interesting to look at. We
achieved this by making the de-
sign symbolic having an asym-
metrical shape and by making it
out of triangles that were con-
nected to make a whole shape.
WORKING PLACE
Since we were designing in a
work place context, it was pref-
erable to make the product suit-
ed to the environment, in our
case, a work station. To account
for this we took the dimension,the placement and the form into
account.
NON-INTRUSIVE INTEGRA-
TION
Since Flight has been designed
for the working environment,
this means that people are
usually focused on their work
and may not always like to be
disturbed. Taking this into ac-
count, we didn’t want our de-
sign to interfere with the work-
ing atmosphere. We tried to
integrate Flight into the natural
workflow and make it seek at-
tention in a non-intrusive way
by gently pulsating lights that
run over the body of the de-
sign. e user may then decide
to interact with it, or ignore it
after which the notification au-
tomatically disappears. We be-
lieve this is a proper solution for
showing notifications in a natu-
ral and pleasant way.
INTUITIVE INTERACTION
Intuitive interacvvtion and a real
physical presence of the prod-
uct were two of the main fo-
cuses for the design. To achieve
this, we designed the interac-
tion as a hand gesture: a simple
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stroking motion. A notch across the mid-
dle of the design emphasize the stroking
path for the user. Because of the amount
of triangular shapes, the path may oth-
erwise not become completely clear to
them. Nevertheless, the intention for this
product is to indicate and different usersmay choose to interact differently with it.
To do achieve this we placed lights that
light up down the length of the path on
which we wanted the user to stroke. We
also made a “canyon” in our design that
resembled the path. We understand that,
because of the many corners of the shape
a stroking motion may not come to mind
by the user, this is why we wanted to have
a matte finish on the physical object. is
to minimize the association with sharp
object, who usually have a glossy finish.)
SYMBOLIC SHAPES AND METAPHORS
Meaningful symbols stay in people’s
minds for a longer time; they speak for
themselves and make the design more in-
teresting. In order to incorporate a prop-
er symbol it was necessary keep in mind
our overall context and intention: sending
and receiving information. A skyscraper,
DESIGN
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an inspiration gained from the sci-fi videogame
series Mass Effect, was one of the first ideas; it is
a working place but is also connected to the sky,
where most of the communication nowadays goes
through (wireless networks, radio signals etc.).e
other major ideas was an airport’s airstrip with di-
recting lights for incoming and outgoing aircraft; a
symbolic way to represent the sending and receiv-
ing of information. e triangular tessellated shape
was inspired by the Blob, one of Eindhoven’s iconic
structures. Combining a skyscraper, an airstrip and
the tessellated shape of the Blob, we incorporate
ambition, achievement, speed and progress as well
as a part of Eindhoven.
DESIGN
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P
ersonal designs should allow for easy
and frequent interaction. Like a soft
teddy bear or a person’s car, these are
very personal things with positive as-
sociations in daily life.
Virtual versus Physical
Designing for 2020 requires thinking about
people’s behavior, their way of living and
working in 2020. We concluded that in the
future things will be more digital. Work and
social life will become increasingly virtual. In
order to remain in touch with the real world,
physical presence is an important aspect.
Keeping in mind the fact that people work ina digital environment in mind, we chose for
a physical object with physical interaction as
the main focal point for the design. It enables
people to interact with their social and digital
working environment.
Metaphors
We wanted people to recognize the interac-
tion and associate themselves with it, leading
to the decision to focus on familiar interac-tions associated with the working place and
the metaphor of our design (airstrip). When
people recognize familiar objects or systems
in a product, they may more quickly under-
stand the working of the product. We also
wanted to associate the interaction with the
physical action of sending someone a note.
We believe this is more personal than receiv-
ing an email or some other means of digital
communication; the latter may feel more like
interacting with an impersonal system instead
of interacting with a person. In order to give
it this feeling, the user is invited to physically
write a note to a group of persons and send itby posting a stamp, representing the different
kind of areas of expertise, on it.
Natural Integration into the Workflow
e design has been designed for use in
a professional working environment. For
professionals, time is a valuable asset and at
the same short in stock. erefore, we tried
to integrate our design in the workflow of
the professionals/creative professionals. Toaccomplish this we created a non-intrusive
design and an interaction as minimal and
straightforward as possible. We included the
interactions and gestures people already use
to work with computers and touch screens to
make the experience as intuitive as possible.
We also set clear limitations to the interac-
tion a user can have with our design as to not
waste time when too many possibilities are
present.
Touching the Future
It’s still uncertain what the future might
bring, but we conclude that a touch screen
based interface will be implemented more
often throughout the years, which justifies
our decision to implement the touch screen
in the design of our interactions.
HUMAN INTERACTION WITH THE SYSTEM
FINAL CONCEPT
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Want to ask somebody for help just slide a paper out!
Write something on the virtual paper
Post a Stamp on it
And send it away!
INTERACTION: ASKING FOR HELP
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The lights are turning on, you got mail!
Lets take a look..
Add comments with post-its by pressing on the paper
That should help him, so send it back!!
,
INTERACTION: ASKING FOR HELP
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I got mail, someone replied!
Lets take a look..
I should meet him! *CLICK
INTERACTION: ASKING FOR HELP
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The lights are turning on, you got mail!
No time? Just send it back where it came from.
,
ere it came from.
INTERACTION:IGNORING
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0 1 1 0 1 0 1 0 0 0 1 1 0 1 0 0 1 0 1 0 0 0 1 1 0 1 1 1 0 1 1 1 0 00 0 1 1 1 0 1 1 0 1 0 1 1 0 0 1 0 1 1 1 0 1 0 1 0 0 0 0 1 1 0 1 0 10 0 1 1 1 0 1 0 0 1 0 1 1 0 0 0 0 1 1 1 0 0 1 0 1 0 1 1 0 0 0 0 1 11 1 1 1 1 0 1 0 1 0 1 0 1 1 0 1 0 0 1 0 0 1 0 1 1 1 0 1 0 1 0 1 0 11 0 1 0 1 0 1 0 1 0 0 1 1 1 0 1 0 1 0 1 0 1 1 0 1 0 0 1 0 1 0 1 0 10 1 1 0 1 1 1 0 1 0 1 0 1 0 0 1 0 1 0 0 1 1 1 0 1 0 1 1 0 1 1 0 1 01 1 1 0 0 1 0 0 1 1 0 1 0 1 0 0 1 0 1 0 1 0 0 0 0 1 1 0 0 1 0 1 1 01 0 0 1 0 0 1 0 1 0 1 0 1 0 1 0 0 0 1 1 0 1 0 0 1 0 1 0 1 0 0 1 1 01 0 1 0 1 0 1 1 0 1 0 1 0 1 0 1 0 1 1 0 1 0 1 0 0 1 1 1 0 1 0 1 1 10 1 1 1 1 1 0 0 0 0 0 1 0 1 0 1 0 1 1 0 1 1 1 1 1 0 0 0 0 0 1 0 1 1
1 0 0 0 0 1 1 1 0 1 0 0 1 0 1 0 0 0 1 1 1 1 0 0 0 1 0 0 1 1 1 0 1 01 1 0 1 0 1 0 1 0 1 1 0 1 0 1 0 1 0 0 1 0 1 0 1 1 0 1 0 1 0 0 1 0 10 0 1 1 0 1 1 1 0 0 1 0 0 1 0 0 1 1 0 0 1 0 1 0 1 1 0 1 0 1 1 0 1 11 1 0 1 0 0 0 0 1 0 1 0 1 1 0 1 1 1 1 0 0 0 0 1 0 1 0 1 0 1 0 1 0 11 1 1 1 0 0 0 0 1 0 1 0 0 1 0 0 1 0 1 0 1 1 0 0 1 1 0 0 1 1 0 0 1 11 1 0 0 1 1 1 0 0 0 1 1 0 1 0 0 1 0 1 1 1 0 0 1 1 0 1 0 1 0 0 1 11 0 1 0 0 1 0 1 0 0 0 1 1 0 1 1 1 0 1 1 1 0 0 0 0 1 1 1 0 1 1 0 1 01 1 0 0 1 0 1 1 1 0 1 0 1 0 0 0 0 1 1 0 1 0 1 0 0 1 1 1 0 1 0 0 1 01 1 0 0 0 0 1 1 1 0 0 1 0 1 0 1 1 0 0 0 0 1 1 1 1 1 1 1 0 1 0 1 0 10 1 1 0 1 0 0 1 0 0 1 0 1 1 1 0 1 0 1 0 1 0 1 1 0 1 0 1 0 1 0 1 0 01 1 1 0 1 0 1 0 1 0 1 1 0 1 0 0 1 0 1 0 1 0 1 0 1 1 0 1 1 1 0 1 0 10 1 0 0 1 0 1 0 0 1 1 1 0 1 0 1 1 0 1 1 0 1 0 1 1 1 0 0 1 0 0 1 1 01 0 1 0 0 1 0 1 0 1 0 0 0 0 1 1 0 0 1 0 1 1 0 1 0 0 1 0 0 1 0 1 0 1
0 1 0 1 0 0 0 1 1 0 1 0 0 1 0 1 0 1 0 0 1 1 0 1 0 1 0 1 0 1 1 0 1 01 0 1 0 1 0 1 1 0 1 0 1 0 0 1 1 1 0 1 0 1 1 1 0 1 1 1 1 1 0 0 0 0 10 1 0 1 0 1 0 1 1 0 1 1 1 1 1 0 0 0 0 0 1 0 1 1 1 0 0 0 0 1 1 1 0 10 0 1 0 1 0 0 0 1 1 1 1 0 0 0 1 0 0 1 1 1 0 1 0 1 1 0 1 0 1 0 1 0 11 0 1 0 1 0 1 0 0 1 0 1 0 1 1 0 1 0 1 0 0 1 0 1 0 0 1 1 0 1 1 1 0 01 0 0 1 0 0 1 1 0 0 1 0 1 0 1 1 0 1 0 1 1 0 1 1 1 1 0 1 0 0 0 0 1 01 0 1 1 0 1 1 1 1 0 0 0 0 1 0 1 0 1 0 1 0 1 0 1 1 1 1 1 0 0 0 0 1 01 0 0 1 0 0 1 0 1 0 1 1 0 0 1 1 0 0 1 1 0 0 1 1 1 1 0 0 1 1 1 0 0 01 1 0 1 0 0 1 0 1 1 1 0 0 1 1 0 1 0 1 0 0 0 1 1 0 1 0 0 1 0 1 0 0
TECHNOLOGY
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Light Sequence( and the metaphor)
Using glowing LEDs in 2 rows is a good meta-
phor for the lights that can be found at airstrips
at airports. It displays the taking off and landing
of messages. To achieve this, we connected light
sensors to an Arduino UNO as motion input
for the LEDs. When the sensors detect a move-
ment on the Flight from the top part to the bot-
tom, the light sequence will lighten up in the
same direction. In reverse, if the sensors detect
a bottom to top movement, the light sequence
will also lighten up following the movement.
Sensors
Different kind of sensors have been discussed in
the research phase, in order to find out which
one would fit our concept the most.
One of the options we had was a ribbon sen-
sor, which was also possible for us to make. A
ribbon sensor can measure the position of an
object (such as a finger) on a long strip. Howev-
er, this approach required direct touch, mean-
ing that the top part of the sensor could not becovered; this meant that we would be unable to
create a nice looking surface with e.g. paint or
another material. Using photocells is an option
for detecting the shadow made by a moving
hand. For making it work, two photocells were
used and have been placed in the analog inputs
of the Arduino. If sensor number one, placed at
the top of Flight, senses the shadow before the
photocell number two, placed at the bottom,
the light sequence would start glowing from top
to bottom and other way around.
UI/UX
e User Interface and the User Experience are
designed in Flash. We chose Flash because of
the possibility to interface with JAVA and PHP
that makes it easier to communicate with the
Arduino.
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Having a problem/questionconcerning a topic
Send request with taggedcategories via Blob
Can the problem be solved
by yourself?
Is sb. available in tagged
categories in system?
System sends out request
Is the Blob inbox of the
receiver stated as “avail-
able”? (≤ 5 request in
queue)
Request appears in
receiver’s Blob
Does receiver take/slide
down the request?
Request appears on
receiver’s screen
START:
SYSTEMFLOWCHART
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Give feedback to the ques-
tion
Solve problem
Problem solved
Take request out of the system
Report to sender, that
nobody available in system
Want to change categories
(to related categories)?
Change category
Wait until > 5 request in
queue
Request wait in blob until
receiver take it
Receiver read the request Does decide receiver to give
feedback?
Give feedback to the ques-
tion
Send back feedback to sender
with possibility for discussions
(time slot)
System send feedback to
sender’s Blob
Feedback shows up on
sender’s table (as notication)
Does sender open up the
notication?
Sender reads feedback
Was the feedback helpful
and useful?
Receiver declines therequest
System counts the amount
of declines
Is the number of declines =
number of send request?
Sender receives message:
“no feedback for request”
Irrelevant
feedback
Unclear, needexplaination
Deletefeedback?
Contact
receiver?
Take request out of the
system?
Send appointment
request to receiver
Reason
Forward request to others?
Send request to suggested
people
END:
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USER FOCUS AND PERSPECTIVE
FINAL CONCEPT
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The intention of Flight is to break
the barrier of communication
between co-workers in a (creative)company. It should help them to
address questions and get feedback. In
2020 the world will be almost entirely
digitalized, the goal during the whole
designing process is to keep the user in
focus and try to simplify the process of
communication and at the same time
also enhance the physical experience.
Using the device, user should have the
feeling of really sending the message into
the air. On the other side of the system
the receiver should also get the feeling of
something landing on the ramp, to have
a consistent experience. Physicality is a
main focus in the design.
User Testing with QR-Codes onChips
After having the full concept in mind, we
want to know more about interactions.
In a small user test using chips with QR
codes we wanted to find out, if people
are willing to share their opinions and
questions via technology and also if they
are willing to receive them via technol-
ogy. e purpose using the QR codes is
not to directly test out any technology
but it’s more a medium to test out the
functionality and if people are com-
fortable using devices for sharing. e
outcome was unfortunately not positive,because users are not motivated enough
to use their QR-code app on their smart-
phones. Since there are at least three
steps one has to make until reach the
final step, the threshold is too high. As
well, it’s less interesting to visit
Touch motion
inking of touchscreens people mostly
associate with movements and interac-
tion with digital devices. is was also
the intension for the design. Assuming in
2020 working environments is all digital-
ized and digital technology belongs to
peoples’ daily life. As mentioned above,
we want to focus on the physicality of
using a device, which helps employees
communicate with each other and in
touch motion we saw the perfect pos-
sibility to achieve this. Like a commontouchscreen on a smartphone or tablet
PC, one single movement triggers a
whole process and finishes a whole task.
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EXPLORATION&
R E S E A R C H
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After the briefing
Cees Donkers hadprovided us, we
were still in doubt
about the purpose of the pro-
ject and what was expected
of us. After due considera-
tion, it was decided to go out
into the city and explore
some of the locations that
had been mentioned in the
presentation. We expected
that by doing so, we wouldget a better understanding of
the project and would gradu-
ally form our own vision and
take on the project. As well,
going outside may be more
insightful and interesting
than just staying inside the
university building; it would
make more sense to design
something for a context if we
would actually go visit thecontext and get a feeling of
what opportunities exist.
Locations of Interest
In order to find out more
about the repurposing of
buildings, we went to Usine.
Usine is a restaurant café
in the former Philips fac-
tory in Eindhoven, in one of
Eindhoven’s characteristic
buildings: de ‘Witte Dame’,
or the White Lady. To gain
insights into flexible work-
ing, or the ‘New Working’, we
paid a visit to Seats2Meet.
Seats2Meet is a decentralized
organization that offers free
seats and tables for people
to work and collaborate, as
well as premium rooms and
lounges. Another privateinitiative investigated was
Little Mountain, a platform
for creative professionals in
the Strijp-S area; again, this
was an example of repurpos-
ing buildings. Finally, we
wanted to know more about
Eindhoven itself. We decided
to visit the city as tourists,
people who visit the city for
the first time in their lives, totry to find out what Eind-
hoven ‘is’.
Intriguing Aspects
Visiting Usine proved to be
mostly interesting from an
aesthetic point of view. e
mixture of the functional
factory structure with 21st
EXPLORATION & RESEARCH
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century design made for a characteristic
look. However, we deemed that the pur-
pose of Usine - suggested in the project
briefing to be a meeting place – was not
achieved. What we saw, instead, was amore traditional café where people drink
something with a person they already
know, or read a newspaper while sipping
their coffee.
Seats2Meet was a more interesting
visit. e freemium business model
allows everyone to join in and when peo-
ple like it enough, they may pay money
for the premium lounges. However, the
free visitors have to pay with knowledge;
they have to be open for encounters with
new people who ask for collaboration or
support. e proprietary social network
plays an important role in this matter.
Little Mountain proved to be one the
most relevant trips. e people working
in the facility Little Mountain provides,
work really flexible. e company itself
also proved to be an interesting concept;
it offers an offi ce space like other compa-
nies, but distinguishes itself through its
extensive network in different sectors of
the economy as well as the coaching and
expertise it offers.e ‘city trip’ to Eindhoven was less
useful, however. We took many pictures
and tried to analyze the city; however,
soon we found out that it is very hard
to ‘label’ a city; cities are mostly defined
by their citizens and each inhabitant is
different. Overall, the people see them-
selves mostly as Brabanders (inhabitants
of the Noord-Brabant province), enjoy-
ing the good life and the typical Dutch
gezelligheid. We also noticed that Eind-
hoven is a city constant in motion. New
buildings are constantly built and there
are many new buildings in the city, that
through their more functional, minimal-
ist aesthetic match the old industrial
complexes Philips once owned.
Impact
Going out and exploring showed to us
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that we wanted to continue the project in the
direction of the offi ce and working locations
of 2020. We also gained valuable insights
when talking to people working at Seats-
2Meet and Little Mountain, mostly related to
the issue of the awareness of people’s exper-
tise and skills. Going out and exploring has
given us a context to work in and an idea of
what problems and opportunities exist within
that context. is may not have happened
as well had we remained stuck to our desks.
However, we visited most places only once
or a few times. It may be better next time tocome there more often, so that our idea of
everything within the context is even better.
Concluding, however, going out and explore
gave us a direction to work in and helped us
shape our vision for the project.
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The development of our vision was a
slow, gradual process. Using the tripsto Seats2Meet and Little Mountain, we
got an idea of which direction of the
project we wanted to go into, also, several vi-
sionary aspects became apparent. Combined
with different idea generation ideas such as
Associative inking and re-interpreting the
project description, five visionary areas be-
came clearer to us. We applied these to our
concepts for the Mid-Term Exhibition, which
were made for the context of a working space.
Eindhoven in the Cloud
Combining the digital world with the ‘real’,
physical world – so far, interaction is only
possible with one of the two worlds and not a
combination. How do people ‘live’ in the digi-
tal world and how can the gap between the two
worlds in daily life be bridged? What is Ein-
dhoven in the digital world? Could a ‘virtual
city’ be established online, can parts of the city
be augmented by having online counterparts?is also includes the notion of ‘global village’.
Borders between regions, countries and cities
are fading away because of the internet, that
allows people to communicate with each oth-
er and see each other without having to be in
the same physical location. What impact does
this have on a traditional city?
‘Outlaw’ Businesses
With the rise of the internet and the avail-ability of cheap high-tech equipment, people
are now capable of achieving feats without
the technical labs and resources they would
have required before. Now, startups can also
be free of the traditional investment compa-
nies; initiatives like Kickstarter allows people
to get funded by their potential customer base.
Maybe innovation will now mostly come from
the small companies that roam the digital
DEVELOPING
OUR VISION
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Wild West; the ‘Outlaw Businesses’, no longer
tied to the traditional big multinationals that
used to dominate the market. e Kickstarterinitiative ‘Pebble Watch’, amongst others, is
a good example; also Little Mountain can be
seen as such a company, being only privately
funded, sustainable and independent from
others. What opportunities exist in this area
and how will business continue to develop in
light of this trend?
Open Knowledge in an Open World
e internet allows for an unprecedentedexchange of knowledge and information. In
the spirit of Open Source, where free distri-
bution and access to an end product’s design
and implementation details is promoted,
Open Knowledge is the thinking of making all
kinds of information and knowledge accessi-
ble and free for every person. Nowadays in-
formation becomes an expensive good in the
society, leading to inequality between people.
An Open World indicates a similar approach.
With the immense growth of the importance
of the Internet, every corner in our world is
connected among each other, evolving into an
Open World.
YOU™
e arrival of social networks gives people
the opportunity to create a profile of your-
self and stay in touch with the people around
you. It also allows people to shape their own
online identity. Who are you online, how do
you position yourself online? With the lack of
face-to-face conversation on social network
sites, several things happen. You can reinvent
yourself, become someone new; more well-
thought replies can be given in a conversation,
yet at the same time, the meaning of words
may become more diffi cult when the emotion
of the other person cannot be seen. Branding
yourself suddenly becomes important and the
possibility to brand yourself has become avail-
able to everyone with an internet connection.What is the best way to make use out of these
opportunities and what other possibilities ex-
ist?
e feedback we received on our concepts for
the Mid-Term Exhibition concerned mostly
the personal aspects and meeting in real-life;
concepts should allow for more personal ex-
pression and interaction with people. Also,
the documentary Making Cities: de stad vande toekomst (Oey, 2012) showed to us that it
is important for people to be able to organize
themselves and leave room for their own in-
terpretation. We used this information to fur-
ther shape our ideas to the vision we have now
and we built Flight to embody this vision.
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Project Briefing and Pressure Cooker
In the beginning, our client, Cees Donkers,
explained the project context and clarified his
needs to us, directly afterwards we completed
a project in a week as a pressure cooker.
Bridge
In a world that is going to be completely digi-
tal, many aspects of working together will be
vanished. And also there are many problems
with that. For example, if two groups from
two different countries are trying to work
together, the problems will be time difference,
cultural difference, etc. With having this in
mind, we came up with a solution for this andwe called it Bridge. Bridges are the rooms in
different cities of different countries, that can
sync their information via internet. When
you enter the Bridge, you have to setup the
configuration, like setting the location you’re
trying to work with. e Bridge will sync
the time and the weather and immediately
changes the environment of the room to the
distant location so that the people who are
inside the Bridge can have a clear idea about
the situation on the other side of the conver-sation. Both Bridges in two locations, have
an interactive touch screen, and a big screen
attached to one side of it (like the picture
above) so that the people can get the feeling
of actually sitting and working together.
Exploring and Researching
After the explanations of our client about
our project, we went to have a closer look
to Eindhoven, and all the places that Cees
Donkers spoke of, like Usine, Seats2meet and
Little mountain; in order to have a clear idea
about the city DNA that he seemed like very
focused on.
Brainstorming and Shaping Our VisionIn order to make the project report more
clear to ourselves and also take our vision out
of that, we did multiple sessions of brain-
storming and collaborative thinking; this cost
us quite some time, but at the end we divided
the project description into different areas
considering our vision:
• Eindhoven in the cloud
• YOU™
• Open knowledge in an open world• Out-law business
Exploration of Visionary Elements and Indi-
vidual Concepts
We began to try out the different areas of our
vision on the project, then we decided to have
four different concepts during the mid-term
exhibition to get as much as feedback as pos-
sible. Also, this was an opportunity for us to
user-test our concepts/prototypes.
Creating the Final Concept
After the mid-term exhibition we started to
discuss about the feedback we received and
try a combination of our concepts or start a
new one.
e decision was made and we started a new
design cycle, which led us to our current con-
cept with the code name of Flight, inspired by
DESIGN CYCLE
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the shape of the Blob structure in Eindhoven,
combined with the gestures for landing and
take-off at an airport.
Experimenting with Shapes and Materials
We started the making procedure and try-
ing out the shapes we had in mind and wewanted to get inspired from different shapes,
for that, we went to clay room and started
making different shapes:
Other shapes that we tried out at our space
and Vertigo:
After these shapes, another brainstorming
session started for the shape, the result was
the current shape which has been tried by
clay first and then paper and 3D print and so
on :
3D printing was disappointing, because it
didn’t work out. e first attempt was at
ProtoSpace in Utrecht and the other one
at the ID department. Both attempts failed
unfortunately, because of the complexity of
the shape.
After that we had no other choices but to
make the shape out of cardboard, paper and
plastic:
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Introduction to the project
Smart Cities 2020 from Kees
Donkers & pressure cooker
Exploring & researching: the
context & existing examples
of collaborative working
environments
Brainstorming session
based on ndings from
explorating phase:
- Open Knowledge in
an Open World
- Outlaw Business
- Eindhoven in the Cloud
- YOU™
Decision making: split up
to individual concepts
until mid-term exhibition
Four
in mi
- Em
- Flyi
- 360
- Loc
Process The following graphic explains the process of getting to the nal prototype and design.
Making
Exploring
Envisioning
Thinking
I&C F&S IT SCA UFP
AnqiBramJort
Pouya
AnqiBramJort
Pouya
AnqiBram
Pouya
AnqiBramJort
Pouya
AnqiBram
Pouya
Competency development The following graphic explais the development in each competency area.
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dierent concepts
d-term exhibition:
Share
ngWall
° Conference Cam
alnet a.o
Extracting from four
concepts the main
focus:
- connecting
- social
- knowledge sharing
Many dierent kind of
brainstorming sessions
based on extracted focus
Exploring forms and
shapes with dierent
kinds of materials and
prototyping
Flight
DMM DBP DRP T&C
AnqiBramJort
Pouya
AnqiBramJort
PouyaJort
Anqi
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PERSONAL
REFLECTIONS
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In this report I only want to give a short sum-
mary of what I have learned during the project
and show a more complete view of my pro-
gress during the project in my showcase.
I chose to make list of do’s and don’ts to show
you what I have learned during the project.
THE DO’S
Design Cycles
During this semester our group wanted to do
a non linear design process. is meant that
we divided the semester in design cycles. Each
design cycle stood for a new design process.
By doing this I wasn’t stuck anymore in one
design cycle for the whole semester. is ena-
bled me to see my designs from another per-
spective, the perspective of learning tools. By
being able to start from scratch at one point in
the semester I was able to reflect upon my de-
sign. It also helped me use different design ap-
proaches and using a different angle for every
design.
An Individual Part
We decided as a group to include an individual
design cycle. I like to do this for a change to
see how my own process works without inter-
ference of other and how I could improve this
process. I also found it really interesting to see
that even when working together on the same
project everybody had completely different
ideas. I also found it helpful to analyze the dif-
ferences and similarities in these designs.
e Brainstorming
During the project we tried out different
brainstorming techniques. I noticed how oth-
er people brainstormed and what process and
techniques fit me best.
Working on paper
During the second half of the semester. I
set out a goal for myself to work more in an
analog fashion. is, to help me develop my
skills outside of the digital realm and transfer
them to paper. is also helped me compare
between productivity for using paper and us-
ing the computer.
Going out
During our project we often went to differ-
ent locations for various reasons. ese little
“breaks” helped me to put my design decisions
in perspective and gain a holistic view of my
design. I want to implement this pro-active
attitude even more in my next project. As to
help me focus and gain valuable experience
JORT BAND
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from the “outside world”.
e Team
e team I had during this semester was
cultural diverse. is was a thing I hadhoped for while picking the project. is
was one of the ways I wanted to develop
Social Cultural Awareness. I think I did
this by asking a lot of questions to my for-
eign team members about their cultures.
Synthesizing
During this project synthesized more
than my previous semester. I found that
synthesizing helps me a lot in my design
process. Next semester however I want to
do even more synthesizing to aid my de-
sign decisions and sometimes even help
speed up making decisions.
THE DON’TS
Getting stuck on decisions
When designing with the project group
I noticed that a lot of time was spend
on making decisions. e more time we
spend on making a decision the harder it
became. is is something I want to avoid
during my next project by setting dead-
lines and basing consensus on not disa-
greeing rather than agreeing.
Not doing a final user test
When I started the semester one of thething that I really wanted to do was a fi-
nal user-test. In the end of the semester
however, we weren’t able to do this. is
is why I want to put pressure on this in
my next project, by making it the final
goal for the project, instead of the usual;
delivering a prototype.
Side Projects
For the Smart Cities project we didn’t
only had to deliver a project, we also had
to deliver an extra deliverable, the Atlas.
is “side project” wasn’t really beneficial
to our project and was quite time con-
suming. is left me with less time and
motivation to work on the main project.
is is why next time I pick a project I
will pay extra attention to the final deliv-
erables how this will fit in the project and
how it will fit in my development.
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POUYA BOZORGZADEH
PERSONAL REFLECTION
Idea Generation:
In my opinion, the longest procedure was the
time that we wanted to get our vision from
the project description, based on the needs
of our client and stakeholders. We found theproject so broad, so we had to divide it in dif-
ferent areas, so that we could continue.
Also we spent lots of days making different
mind-maps and brainstorming with differ-
ent techniques. So we went out of schedule
because of them. ey are necessary steps
for designing process, but knowing that how
much time you should spend, and how muchtime you actually are spending on this step
are also important.
Team-work and communication:
Being critical is good many times, it keeps
that group members think to come up with
better ideas or improve the current idea they
have already; but being critical all the time is
something that de-motivates the members of the group after a long time, and puts limits on
their thought; specially when the friendship
between the group members are more than it
should be.
We were mostly a combination of four indi-
viduals, working in a group; because of that,
we were really slow in our group work, but
we used to speed up by dividing tasks and
working on our tasks separately. at was not
because of the lack of communication or hav-
ing problems while working in a group, but
because of too much criticism that we all had.Making procedure and trying out:
Although we had some user-tests for the
ideas we had (like the QR codes), I still miss
the final user-test that we could do if we had
more time.
e good points of our work was that we
almost tried out all the ideas we had, like get-
ting separated for the mid-term exhibition,and working on the different visions we got
from the project description and also mak-
ing different shapes for the Blob to see what
shape exactly works for it. So this was the
part we were good at.
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ANQI LI
PERSONAL REFLECTION
Overall opinion.
Looking back on the semester and our
achievements for the project, I am satisfied
with our overall accomplishments and the
final prototype. Using our experiences fromthe last semester and starting from the aware-
ness stage we ran through different design
cycles and we can finally present our design
and a working prototype. For me, the result
is satisfying but the process wasn’t. We had
problems at certain points, but in the end
we could always find solutions. In my opin-
ion the project itself was quiet good, butthe teamwork was sometimes problematic
and the progress slow. It can be described as
stages one need to walk through a labyrinth:
preparing for going through the maze (re-
searching); entering it and trying to find the
way out (idea generation); and finally finding
the exit and walking towards it (prototyping).
Process, problems and solutions.
In the research phase we were very active and
productive. We went out to explore Eind-
hoven and search for design opportunities
and were trying to get as much information
as we could. Afterwards we dived into the
idea generation phase, which was chaotic.
In brainstorming sessions we could produce
many ideas but we had diffi culties in idea
selection and working out the idea. In a laby-
rinth full of dead-ends we were wandering
around and desperately searching for the exit
but we just couldn’t find it. Sometimes therewere long discussions without results lead-
ing to more sessions and more discussions.
We lost a lot of time, which was originally
planned for the prototyping phase. But since
we knew what to do, making the prototype
went quiet well.
I think the main reason of our problem was
the lack of a team leader and the right usage
of time. Each of us has been taken the role as
a leader in different situations and encour-
ages other to continue, but we didn’t have
one person who was taking care of time and
speak up and decide, when we had diffi culties
continuing. is resulted in ineffi ciency and
loss of valuable time. Especially in a team like
ours, where the individuals has great ideas
and knows what to do, but everyone is a little
critical and stubborn in one way or another,
a team leader is needed in order to progress.
I am sure, if we used the time effi ciently, we
could have done the project much better.
Personal growth.
In this group I learned that it is necessary to
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stand up and be a leader. I am not the
leader type of person by nature, be-
cause I don’t prefer staying in focus too
much. But in some (teamwork) situa-
tions it’s important to step out of one’sown comfort zone, especially in times
with a lot of discussions and no out-
come. Being a leader doesn’t mean that
one has to decide everything and the
others should follow. It’s more about
showing direction, keeping the discus-
sion in the point and not losing focus.
I’m really glad that I could experience
the problems we had; I could learn a
lot about myself and improve myself in
that sense.
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T
he project is finished. e last things
are being prepared for the exhibi-
tion, the report will soon be ready
for print. Looking back at what I and
my team members have done this semester,I can’t help but feel a sense of accomplish-
ment and satisfaction. I as a person and we all
together have come a long way since we met
on the first day of the semester.
When I began the semester, I had achieved
some basic awareness of me as a designer and
the design process. What was most impor-
tant to me, was that I learned to go out of the
university and explore. Doing so, the inspira-
tion starts flowing and I can achieve a bet-
ter understanding of the potential users and
the context. e group and the advice of our
coach allowed for more freedom to explore
multiple directions, as showcased evidently
during the Mid-Term Exhibition. e op-
portunity for me to create my own concepts
based on my interpretation of the project
and my vision at the time, proved to be very
helpful. e different feedback I gathered was
very helpful, not only for the project, but also
for any future exhibition and way of creating
concepts. e design cycles we employed in
the process were refreshing, although going
back to the drawing board after the Exhibi-
tion proved to be a bit demotivating. We
were still stuck in our way of thinking we
had for the Exhibition, instead of being able
to let go and ‘kill our darlings’. is led toan indecisiveness that lasted for quite some
time. I stepped up sometimes to propose to
just make one idea, however, I failed to do
so effectively. My suggestion to go to Seats-
2Meet for a change of context proved to be
successful, though. e different environment
worked refreshing and allowed us to shape
our final vision on the project and our final
concept. Looking back at the design process
as a whole, we may have researched and ex-
plored too much, which cut the time we had
to construct prototypes. I may want to limit
this time in the future. However, going out of
the university is one of the most important
things I learned, along with the learned fact
that no student seems to adhere to a planning
(including me).
I found out a lot as well about my way of
working. I have the tendency to take over
work others do, when I see that I could do
it as well. Combined with my perfectionism
and the will to design everything, from docu-
ments to sketches, this meant I was becoming
BRAM DE VOGEL
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overworked. When my coach confront-
ed me with this, I decided to change
my working style. I stopped volunteer-ing for all work and although I’m still
perfectionistic, I now know when to
stop perfecting something. I also found
out that I am not the idea-generating
person. I usually generate less ideas
than my peers, although when I have
an idea, they may prove to be good.
Finally, I am satisfied with the endresult we have now, mostly because
the vision behind the concept has been
deemed solid by our coach, and by the
client in a meeting. However, I do think
that overall finish of the prototype
could have been better. Also, the lack
of a final user test is something I think
should have been done. e next time,
I will make sure that there will be more
user tests and that construction on
prototypes begins earlier.
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THANK YOU FOR READINGREPORT DESIGN Bram de Vogel
3D Model Jort Band
3D RENDERS Jort Band (3DSMax) Bram de Vogel (Cinema 4D)
Articles written are the collective work of all team members.