Design
Le Cube
Le Cube
Le Cube is a versatile platform that transforms a regular table into an ambient lighting element. Le Cube is connected with the other elements of the breakout area which makes it possible to change the atmosphere of the room instantly, enabling the people in the room to relax, get away, get inspired or connect which each other. Different apps can be uploaded on
the device. It is also made easy for developers to make their own apps for Le Cube. You can manipulate the apps on Le
Cube by touching on one of its surfaces. To control Le Cube you press the central button. By long pressing the button you activate or deactivate the device. By short pressing you skip to the next app. This project was done together with Duy Le, Rinze Leenheer, Sasha Pozdnyakova and Tanya Zavialova.
Tile

Tile
The tile project can be framed within the need to make consumer electronics like television sets more sustainable and fit more specifically into the Cradle to cradle principle. The tile is a completely modulated television set composed out of a series of compact modules with different functions (blue ray player, digital memory, remote control, display,…) that can be ordered online, sent to the user via post order and sent back to the manufacturer for recycling after use. This way a closed loop is created between the user and the manufacturer, making it possible to recycle the modules in an efficient and cost effective way. In the design of the modules a lot of focus went into making them easy to disassemble and choosing the right materials and components to guarantee optimal recyclability. Other important factors like energy use and environmental responsible packaging were also considered.
Oh music, where art thou?
Oh music, where art thou?
The “Oh music, where art thou?”-concept provides the user with a novel way to navigate in unknown urban environments based on 3D-audio. By using the difference in volume between the detection of sound in both human ears, the concept can produce sound and music that seem to come from a certain direction, leading the user to that perceived fictional source of sound. The project can be defined as a broad study about using sound for general navigational purposes. The concept has been implemented in a prototype and evaluated in a series of user tests. The results indicate a hopeful future for mobile audio based navigation. Furthermore some possible applications were explored including a navigation system for cyclists, a music based running aid for recreational runners, allowing the system to automatically create a route for the runner according to the users general preferences. This project was the result of teamwork with Daniel Tetteroo, Matthijs Zwinderman and Tanya Zavyalova. Afterwards a full working Android application was developed which can be downloaded for free in the Android market. You can find more information about the project on om-wat.com.
Sphere-o-poly

Sphere-o-poly
The Sphere-o-poly is an interactive, tangible monopoly game combining the general advantages and versatility of computer controlled games with the original character of traditional board games. The console consist of one compartment that functions as the box of the board game, which in itself consists of 8 transparent cubes that function as the games dice and pawns. The other part is the main module that projects the whole game environment around itself through a system of interconnected mirrors and a digital projector. People can play the game in the same room, like the traditional game, but can also connect with another console located elsewhere through a digital network. The system focuses on keeping the interaction as real and traditional as possible. The console mixes the audio channels of all the consoles enabling not only audio feedback about the game, but also casual chatting and other. Other game play elements to enhance the traditional character include using tangible pawns that have to be moved by the user itself, allowing for people to cheat during the game among other things.
“Gezellig”
Gezellig
Gezelig is a dutch word that has no clear translation in English. It is a word for a sort of cozy, social, relaxing feeling. The “Gezellig”-concept is an interactive table intended to be placed in bars and cafes. Its aim is to enhance the bar experience without losing any of the typical “gezellig”-feeling of going to a bar. The table allows the people sitting at it to order drinks, suggest music, suggest general settings of the bar and to sent messages and photos to other people in the bar. All of this is done through an interface consisting of a series of digital coasters that can be manipulated to use the menu. The real bar experience is also enhanced by allowing the people to use the digital coasters as they would with real coasters, like flipping them over, moving them, playing with them, writing on them, ripping them into pieces and much more. No user manual is provided what so ever, leaving it up the user to tap into their creativity and explore all the possible functions, even allowing them to find new functions of the interface and coasters themselves. This project was the result of teamwork with Azadeh Shirzad, Duy Le, Hans Sandberg and Thelxi Mamagkaki.


