portfolio rosie paulissen (june 2011)
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Portfolio Rosie Paulissen
35
5 U
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AudioPlay
Game of chess The Life of...
Kjoepie!
Contextmapping;online vs offline
Kaleidoscopic cooking pot
Majesty FestiMate Goodnight!
My work
About me
Education:MSc Design for InteractionDelft University of Technology,Faculty of Industrial Design Engineering
Personal Focus: Context of use, User experience and perception
For me users and their context are an important source of inspiration. “Products should fit users’ needs and/or enrich their lives.”
Rosie Paulissen, 14-05-1986E-mail: [email protected]
animal is ‘hidden’ underneath one of the tiles. The children have to find the animal by jumping on the tiles. When missed a water splash will sound. When the right tile is jumped on the animal will let them know!With these interactive mini games, AudioPlay lets the children step into another world and lets them enjoy a playfull and physical experience.
client:
AudioPlay is an interactive playground, with every day a new exciting game through sound. The sound is positioned in space so each playground tile represents its own sound. The interactive mini games are played by jumping on the tiles around the playground. For example: JungleDay! Amongst the atmospheric jungle surround sound, different animal sounds will appear. The specific A
udio
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Close your eyes and LISTEN... Where are you? What’s that sound...? Do
you hear where it’s coming from..? Catch them if you
can!
Maj
est
y
Majesty is a redesign of the Siro coffee machine interface from de Jong DUKE. Central elements in the design are usability and user experience, which were tested through user research.Next to ease of use the main improvement is the increase of the
coffee experience. The design of the interface consists of elements that elicit a ‘coffee feeling’. Which means the coffee experience already starts at the use of the machine. The design also offers the ability to customize the interface, which is essential for the divers clientele of de Jong DUKE
client:
Fest
iMat
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FestiMate is the smartest festival wristband you’ve ever seen.The wristband is equipped with a wireless sensor node and a small display, which makes it possible to receive short messages. These can be announcements from the organization, local advertisements or short messages from friends. In addition electronic
payment is integrated so the visitors no longer have to deal with large amounts of plastic tokens and the constant concern about their wallet. Furthermore the electronic wristband makes it possible to extend your festival experience both before and after the event.
client:
Goodn
igh
t!
Goodnight! are bedside panels that offer a comfortable and inspiring sleepover to hostel travellers. The bedside panels serve a double purpose. On one hand they can help you connect with your roommates. They are printed with inspiring and appealing images that depict different
lifestyles, cultures, moods or interests. The pictures can evoke interesting and inspiring stories. The choice of panel can already give you a first impression of your roommates. In addition the pictures offer a conversational topic. On the other hand, when inside your bed, the panel gives you a feeling of personal space, which can be very comforting in the unfamiliar environment.As a side effect the panels also decorate the usually dull hostel rooms.
Traveller: “It’s relaxing to be in my
own space, inmy own bubble so
to say”
Traveller:”I think that when you talk to the people in the room,
say hello, shake hands; they are not going to steal.”
Gam
e o
f ch
ess
The game of chess is originated in a design challenge about form family. My inspiration for the pieces and board is the advertisement shown on the right. I’ve chosen to combine the high colour contrast of white, black and red with subtle differences in form. Each of the pieces can be distinguished by these subtle differences of basic geometric shapes.
The combination of shape, colour and high gloss finish gives the set a luxurious and elegant feel.
Th
e l
ife o
f...The life of... is a
contextmapping project conducted for a large insurance company in the Netherlands. The company wanted to gain insight in their clients needs. In our study 5 entrepreneurs of small (up to 10 employees) printing offices did participate. The contextmapping study was focussed on getting to know
the daily life of the entrepreneurs, the development of the business and their business network. Through a generative session, in which collage making was one of the assignments the needs, problems, hopes and dreams of the entrepreneurs were uncovered.
client: “The conf lict between time and family has always been present,
especially in the past. Today it’s a lot easier, the company has grown which makes it more structured and the
kids are older now...”
Con
textm
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eContextmapping; online vs offline is an internship project carried out at Muzus, a user-centred design agency. In this project I explored the opportunities for the use of digital media, like video, digital photographs and the Internet, in contextmapping studies.
The research resulted in recommendations on how Muzus can use these media for contextmapping studies in practice. Furthermore a proposal for an online application was made, with advice about function and use. Several approaches were suggested for a perfect fit with different
target groups. One of the added values for the use of digital media is the combination of visual and textual information, which delivers rich and valuable insight in the user context.
Internship
...become mesmerized!
resulted in a set of kaleidoscopic cooking pots that reflect, attract and mesmerize! The pots have a polygon shape and mirroring inner surface. When cooking, a kaleidoscopic effect created by your ingredients will appear on the inside of the pan.
It will attract your attention and visualize your creativity by showcasing colourful reflections and patterns of the food. This way you can become engaged during cooking and enjoy an extra-ordinary cooking experience!
The kaleidoscopic cooking pots were designed with an emotional intention as starting point. I wanted my user to feel excited and become more engaged during cooking. Besides I wanted my user to become aware of his/her own creative cooking skills. This design goal
Kal
eid
osc
opic
cookin
g p
ots
Kjo
epie
!
trigger
act
ref lect reward
Kjoepie!The aim of the graduation project was to design a product that stimulates children with hemiplegic cerebral palsy to incorporate and use their affected hand at home, in daily activities and in play. Children, their parents and their therapists were closely involved throughout the project. Besides literature research, observations and interviews, the daily life of the children was mapped by means of a contextual study.
‘Kjoepie!’ is a package of products that together elicit the use of the affected hand at home. It consists of a tactile cue (vibration bracelet and portable sensors), a visual cue (activity pictograms) and a reflective reward system (reward boards, reward cards and treasure chest). The sensory cues are placed in the surroundings of the children to trigger the use of the hand for daily life activities like opening doors and drawers, dressing activities, eating
dinner, playing with blocks or other play activities. When the children receive the trigger they can immediately act upon it. After performing the action or activity the reward will follow through self-reflection. The product parts can be used and combined in a variety of ways. A custom program of use can be set up to match the children’s abilities and personality.
Client
Contact InfoRosie [email protected]