Portfolio Paul van Putten, 2012
About me I started my life as a designer with the bachelor Product Design & Engineering at the Hogeschool Utrecht. Because I was drawn towards the human aspect of designing, I did the master Design for Interaction at the Delft University of Technology. In this portfolio, a selection of the projects from this master can be found. I would like to work on projects that give me the chance to focus on the needs of the user and through this, create a relevant result. The design should help people reach certain goals, fulfill certain needs or solve certain problems. I think this relevance can be achieved by keeping future users in mind during the design process, and gaining empathy with the users.
I am curious to discover peopleâ€™s motives, habits and behavior. Diving into an unknown context, user group or situation excites me. It is great to be surprised. I find it exciting to translate these findings to relevant design concepts. Concepts that have a positive impact on peopleâ€™s behavior. During my work, I want to further develop my skills as a user-centered and interaction designer. One of the aspects I like most about designing is that every project holds new challenges. These challenges inspire me and keep me sharp, as do the people I work with. This way, I can keep on developing myself and learn new things. - Paul van Putten
Learning new things in the Amsterdam Service Jam '12 (Service Design)
Meeting faciltation tool for designers
User-centered graduation project
Mapping rain experience
Full-scale contextmapping study
Info Easy Light
Testing and redesigning an in-store advertising system
Multidiscipinary design project
Child-appealing styling elements
Prototyping for interaction and participation
Interactive urban jumping spot Interactive technology design
Meeting facilitation tool for designers
ANALYSIS The goal of the analysis was to find out how a captured process could be useful for the designer and what information is needed from it. The analysis contained a literature study and user research (interviews and a participatory workshop).
User-centered graduation project De Monsters and TU Delft, 2011 For my graduation, I did a user-centered design project. The project goal was to design an interactive tool that captures design process information, in a way that it has added value for the designer. The project was done at De Monsters, an interaction design company from Amsterdam. After thorough user research and multiple design iterations, I developed a tool to facilitate meetings in design teams. During meetings, important decisions are documented and structured in a convenient way, and can be easily found back later. On the long term, the decisions can be used to reflect and evaluate. The tool was evaluated with designers using a paper prototype.
p y worksho
FINDINGS • A captured process can be useful for evaluation and reflection during projects. • For evaluation, important conclusions and consequences should be captured. • The context in which the decision also has to be clear.
“This and that was decided, wh at happened with those decision s?”
FIRST CONCEPTS & EVALUATION
FINDINGS • There is too much information in a project to all put in a system.
In first concepts, different types of project information (communication moments, files, activities) were combined in an interface. These concepts were evaluated with designers, using a paper version.
• The way of capturing the information is very important.
“Entering this in an easy way is crucial for the succes.”
FINAL CONCEPT DIRECTION: MEETINGS Meetings are the ideal moment to capture information. All stakeholders are involved, so important decisions are made. Designers document work to be discussed already; this makes it a natural moment for documentation.
SHORT TERM GOALS OF THE TOOL
PRIOR TO MEETING
LONG TERM GOAL OF THE TOOL: To evaluate design projects. To reach this goal, the short term has to be taken into account. Prepare for meeting
Structure and document results
Easily find results back 3
Using user scenarios and an iterative process of sketching, a design proposal for a meeting facilitation tool was created. Wireframes of all the screens shown in the flowchart were made.
Meetings in the tool contain separate hierarchical elements, to create structure in the results.
using the tool to
present and chair
the tool to write
Meeting situation The focus of the tool is on usage in meetings between a design team and a client. Someone is taking notes in the meeting minutes, and someone is chairing the meeting.
MAIN USAGE 1. Prior to the meeting
Prior to a meeting, the project leader creates the meeting and the agenda, and invites others. Designers can add their work to agenda items.
2. During the meeting
In the meeting minutes, the note taker can easily add conclusions and tasks to agenda items, while typing.
3. During the meeting
In the meeting minutes, he can also add context to the conclusions or tasks, by adding additional text, files or users.
4. After the meeting
Everybody can see what was decided, and what they have to do.
Participant creating a meeting and agenda items.
The design proposal evaluated with a paper prototype. In a user test, industrial designers were given a scenario of an imaginary design team, and had to complete a series of tasks with the prototype.
RESULTS Participants liked the fact that the results are stored in a central point and thought the tool would be useful in their own context. The meeting minutes provided an intuitive way to structure and capture the results. However, to use the tool effectively for evaluation, it should be integrated with a planning.
Participant adding files to an agenda item
Participant documenting results in the meeting minutes
Mapping rain experience
TARGET GROUP The client was working on a new umbrella concept and therefore he wanted to know how the target group, people who like outdoor activities, experience rain and being outside.
SENSITIZING People who like outdoor activities were recruited, and were all given a sensitizing package. The goal of this sensitizing process is to prepare people for the generative session.
Full-scale contextmapping study Muzus and TU Delft, 2010
A generative session is meant to elicit the latent needs of people. The session consisted of three assignments. In all assignments, participants had to make a collage about that topic, and later present and discuss it with the group.
Sensitizing pack age
The project goal was to find out how people experience rain and experience being outside. This was done by conducting a fullscale contextmapping study. Participants were recruited, sensitized, and invited to a generative session. From the results of this session, three personas were created, each with their own views on rain and being outside. In this group project, I was involved with all the steps of the process, from recruiting participants to making the personas.
on Presenting results during sessi
- Me and being outside
- Me and being in the rain - My ideal rain protection
ANALYSIS AND PERSONAS The session was transcribed and analyzed, and findings were categorized. The data was communicated to the client by means of three distinct personas. Each persona has his or her specific opinion about rain and reasons to be outside. The personas are summarized on a poster. In a persona booklet, background information about personal experiences, the products he or she uses, and their ideal umbrella can be found.
Info Easy Light
Testing and redesigning an in-store advertising system Samsung and TU Delft, 2009 This goal of this project was to improve the Samsung Info Easy Light, a system for in-store advertising. The system consists of a large display with a remote to operate its menu, and a USB-stick to add content. Improving the system was done by conducting a usability test, and making a redesign. The redesign is much simpler than the original system, and has a new playlist function. This redesign was also tested with users. My focus in this group project was primarily on the user testing and analysis, and on the concept creation.
USABILITY TESTING The Info Easy Light was tested with shop owners and non-shop owners. The participants were given tasks to complete in the system. Also, questions were asked about the expectations they had about the product.
FINDINGS Shop owner using the system
• The most usability problems have to do with the lack of consistency in the system, between the remote and the on-screen menu. Often, the icons do not match. • The hierarchy of the menu is often unclear. • The large amount of buttons on the remote is confusing and unnecessary.
Remote with too many buttons
• Users have mixed expectations about the system. They expect it to behave like a TV, but certain functions are more like a computer, and vice versa.
REDESIGNING By brainstorming and sketching, a redesign was created. It was made with the goal to position the Info Easy as a consistent and autonymous system, with a clear product image. The design was aimed at inexperienced, local shop owners who want to create and play presentations themselves in an accessible and easy manner. It contains only the most important functions and has three menu layers, which gradually shows more advanced functions.
â€˜A consistent and autonymous system, with a clear product imageâ€™
A new function is introduced: the playlist. Users can use this to create and edit presentations on the screen. For instance, they can select a video and a multiple images to loop on the screen, without the hassle of making a new presentation on their computer, and putting it on the screen with an USB-stick.
Beginning users can select a single presentation, image or video to show on the screen.
Users can edit the playlist in terms of transitions and time between slides.
TESTING THE REDESIGN A functional Adobe Flash prototype was build, and this was tested again with users. Users again had to complete a number of tasks in the prototype. Also, an image of the redesign of the Info Easy box was shown, to judge the product image.
n to display Selecting a single presentatio
and Home menu, showing the three icons for presentations, photos n. videos. At the right of the screen only the playlist layer is show
Using the playlist feature to create a custom presentation
ADJUSTMENTS AFTER THE TEST Some adjustments were made to the redesign, after the user test. These adjustments are mainly in the colors of the buttons on the remote, and the icons in the menu.
FINDINGS â€˘ The product image became clearer. Participants thought it would be an easy to use presentation screen which they would probably be able to operate themselves.
Adjusted home menu. The layers for playlist and playlist options are now shown on the right.
â€˘ Participants at first did not understand that the three colored buttons on the remote corresponded with the three menu layers. This is partly because these layers are not visible in the home screen, and the buttons are confused with the three icons for presentations, photos and videos.
Observision Multidisciplinary design project
ANALYSIS AND FIELD RESEARCH By doing an internal- and an external analysis of the company a fitting strategy was determined: Developing new products for safety and comfort for the inland shipping industry. This topic was further analyzed in an explorative field research with different stakeholders. It consisted of interviews with captains and visiting companies active in the industry.
Field research: wheelhouse
Multidisciplinary design project Observator and TU Delft, 2010 The goal of this project was to find new product opportunities for Observator Instruments. The project included am analysis of the market and the field. The chosen design direction was safety and comfort in the inland shipping industry. The final design is a system that provides the captain a visual aid when navigating under a bridge, using a stabilized height camera and a feedback screen. For the most part, I was involved in the setting up, execution, and analysis of the exploratory field research, and the design of the interaction with the systemâ€™s feedback screen, including an interactive simulation.
Field research: inside a wheelhouse
The most promising direction was chosen: making mistakes in calculating the height of their ship when going under a bridge. Because there are a lot of factors to be taken into account, this can cause dangerous situations, such as the wheelhouse crashing into the bridge.
The final concept is a system that provides visual aid to the captain, when navigating under a bridge. The system consists of: a stabilized height camera, a bow camera and a feedback screen. This screen is situated in the wheelhouse. The images from both cameras can be displayed here.
The problem: crashing the wheelhouse into a bridge
Wheelhouse, with feedback screen
Containers e to determine th w ho s: lt su re rm Brainsto e to the bridge? v ti la re ht ig he wheelhouse
The captain uses the screen in his wheelhouse, displaying the heigh camera image, to check whether it is safe to pass. This is not the case, because the yellow line, which indicates the wheelhouse roof, is not displayed under the bridge.
The captain lowers the wheelhouse and checks the screen again. In this case, it is safe to pass the bridge.
Visions is blocked by the containers. Therefore, when passing the bridge, the captain switches to his bow camera to keep a good overview.
The feedback screen was made in an interactive simulation of the using Flash and Actionscript. It simulates the ship approaching a bridge. In the simulation, it is possible to zoom in on the bridge, to see if you can pass. Also, you are able to switch between height and bow cameras.
Simulation: view through the height camera
EVALUATION The simulation was used to evaluate the system with captains. This was done by letting them use the simulation, as if they were approaching a bridge. Captains liked the fact that it reduces the amount of steps when approaching a bridge. They can see in one glance whether they are able to pass.
"Good system, very convenient". have do at the same time, when you " ometimes there is too much to S with a 11,40 meter high ship." to pass a 12 meter high bridge
Simulation: zoomed in and yellow line active
Besides the feedback simulation screen, a self stabilizing prototype of the height camera was made. This was done using stepper motors and inclinometers.
Childappealing styling elements
The project started with defining the views of different stakeholders involved. This was done by visiting shops and conducting an online questionnaire for parents. The conclusion was that parents have most responsibility for the safety of their children. Therefore, this group was chosen to focus on.
The goal of the participatory session was to find out whether child appealing appliances evoke more unsafe behavior than ordinary appliances. It consisted of multiple sections, such as a role play and making an artifact. After each section there was a discussion about the parentsâ€™ experiences with the subject.
Prototyping for interaction and participation VWA and TU Delft, 2010 This project was done for the Voedsel- en Warenautoriteit. The goal was to find out whether household appliances with childappealing styling elements, such as Hello Kitty graphics, evoke more unsafe behavior than ordinary household appliances. Through a participatory session, it was found that this was the case, and that children are not aware of the risks of these products. In this group project, I was involved in all the stages of the process, from the stakeholder research to the creation an the analysis of the session.
Role play, with some parents in the childrenÂ´s role The parents had to act out a scenario involving a Child Appealing appliance, in this case a Hello Kitty toaster, and a scenario involving an ordinary toaster, to see whether they would react differently.
Creating an artifact: child safe Hello Kitty toaster The parents were given a cardboard version of the Hello Kitty toaster to make more child safe, using various tinkering materials.
• Parents see the Child Appealing products as dangerous, because they appeal more to children than regular appliances, while not preventing from dangerous situations to occur.
The VWA should address the manufacturer’s responsibility for two things. On the one hand, they should make consumers aware of the risks these innocent looking, but dangerous products bring forth. On the other hand, manufacturers should already implement safety precautions in these products.
• It is extra difficult for parents to teach their children not to use these products, as they strongly resemble their own toys. Children are not aware of the risks.
Interactive urban jumping spot Interactive technology design TNO and TU Delft, 2009
ANALYSIS Analysis was done by literature research, field research, talking to social workers and talking to other experts. Some findings were: • Youth do not like to be put in one place in the city, like a single alley. • Youth should have a way to lose energy in a positive way, instead of vandalizing or causing trouble.
"Using the city as an obstacle course".
First concepts were created by means of bodystorming on the street. The most promising concept involved urban jumping, also known as parkour: using the city as an obstacle course.
The goal of this project was to create an interactive hangout of the future, evoking physical movement for the youth on the street. Analysis was done by literature and field research, and concepts were created. ‘Urban jumping’ was chosen as idea for the final concept. In different spots in the city, interactive obstacle courses are created for the youth to play on. The result is a full-scale working prototype with interactive street objects. My focus in this project was mainly on concept creation, the electronics, and on programming and building of the prototype.
Experimenting with objects on the street
FINAL CONCEPT By brainstorming and more exploration, a final concept was created. The youth is send to different interactive spots in a city, so they are not stuck in a single area. Being able to get a certain score adds a competition element to the concept.
When they approach, the start and end lights start to blink. The youngsters attempt to complete the obstacle course.
A sound begins to play when they app roa ch one of the interactive our log in to the park spots. They also receive a Two youngsters message phone. containing information, like the using their cell required score.
When they have completed the spot, they receive a message wich contains the score, and the name of the next spot. On a city map, the next spot is highlighted.
PROTOTYPE AND TECHNOLOGY A full scale working prototype of the concept was made to show an example spot in the city. Using micro switches, various Phidgets kits and graphical programming software Max 5, the street objects were made interactive. Some objects react physically, for instance a metal tube lowering (using a linear actuator) when the user grabs it, and a block vibrating when the user stands on it for too long.
Metal tube with linear actuator, connected to Phidget Relais kit
SCORING A final score is determined by the various parameters, for instance the time in which someone finished the obstacle course, skipping objects or taking an alternate route. Penalties are given for standing too long on an object.
Max patch, controlling the prototype and calculating the score
Full-scale working prototype