E.J. Jepma
Please Note
8 records found
1
Creating sparkles at De Nederlandsche Bank
Connecting potential visitors to the exhibition of the National Numismatic Collection
Designing for Experience-driven Safety in the Efteling
Positively influencing guest behaviour to avoid falling phones during the ride of Baron 1898.
The problem addressed in this thesis is twofold: First of all, the undesired guest behaviour is caused by expecting guests to make rational decisions in the distracting, emotion-laden immersive environment that is created by the Efteling. Secondly, safety measures are commonly seen as disruptive to the immersive experience created through storytelling.
Experience-driven safety is proposed as a solution to this problem. This type of safety design takes guest experience, rather than a safety problem, as starting point of the design. The result is a safety solution that allows the guests to remain in the immersive experience, while directly targeting the undesired behaviour.
Through ideation, the field of experience-driven safety has been explored, forcefully expanding towards safety-focussed and experience-focussed solutions. The concept that was chosen is the Kompel jacket, a wearable that allows guests to bring their items safely along during the ride of Baron 1898. It plays into the needs of the user behaviour found in the analysis phase, such as a staying close to personal belongings. Moreover, it takes an active role in the storytelling, transforming regular Efteling guests into 19th century miners (Kompels) before entering the attraction. The solution is placed in a low-pressure touchpoint – the queue area – to address guests while the distractions from the environment are still relatively low.
The iterations of this design concept focussed on exploring the clarity of visual cues on the jacket. These communicate the risk of losing phones and the functionality of the jacket as a storage solution. Four different varieties of the jacket were created with communicative elements ranging from experience-focussed to safety-focussed. These were tested with potential users to find the most effective balance between creating an authentic mineworker’s jacket and creating a functional storage solution. The two varieties that aimed at an authentic mining look were considered to be confusing. The variety with the strongest safety elements was preferred and most effectively convinced the participants of safely storing their belongings. The active role the design concept takes within the storytelling assumedly allows for some leeway in adding strong safety cues without breaking the immersive experience.
Guest behaviour needs to be fully uncovered to design functional products within the immersive context of the Efteling. This thesis suggests experience-driven safety as a promising method for capturing the guests’ attention and steering their behaviour within the emotionally turbulent environment of a theme park.
...
The problem addressed in this thesis is twofold: First of all, the undesired guest behaviour is caused by expecting guests to make rational decisions in the distracting, emotion-laden immersive environment that is created by the Efteling. Secondly, safety measures are commonly seen as disruptive to the immersive experience created through storytelling.
Experience-driven safety is proposed as a solution to this problem. This type of safety design takes guest experience, rather than a safety problem, as starting point of the design. The result is a safety solution that allows the guests to remain in the immersive experience, while directly targeting the undesired behaviour.
Through ideation, the field of experience-driven safety has been explored, forcefully expanding towards safety-focussed and experience-focussed solutions. The concept that was chosen is the Kompel jacket, a wearable that allows guests to bring their items safely along during the ride of Baron 1898. It plays into the needs of the user behaviour found in the analysis phase, such as a staying close to personal belongings. Moreover, it takes an active role in the storytelling, transforming regular Efteling guests into 19th century miners (Kompels) before entering the attraction. The solution is placed in a low-pressure touchpoint – the queue area – to address guests while the distractions from the environment are still relatively low.
The iterations of this design concept focussed on exploring the clarity of visual cues on the jacket. These communicate the risk of losing phones and the functionality of the jacket as a storage solution. Four different varieties of the jacket were created with communicative elements ranging from experience-focussed to safety-focussed. These were tested with potential users to find the most effective balance between creating an authentic mineworker’s jacket and creating a functional storage solution. The two varieties that aimed at an authentic mining look were considered to be confusing. The variety with the strongest safety elements was preferred and most effectively convinced the participants of safely storing their belongings. The active role the design concept takes within the storytelling assumedly allows for some leeway in adding strong safety cues without breaking the immersive experience.
Guest behaviour needs to be fully uncovered to design functional products within the immersive context of the Efteling. This thesis suggests experience-driven safety as a promising method for capturing the guests’ attention and steering their behaviour within the emotionally turbulent environment of a theme park.
A lighting infrastructure for data visualisation
On the 3D printed bridge by MX3D
The dynamically expressive dress
“Non verbal expression of emotions through desirable Techno-Fashion”
HelloPreggo!
A tool that encourages pregnant teenagers to eat healthy during their pregnancies
Biophilic Light Texture
Applying biophilic design principles to lighting design
The human experience of light, the visual qualities of light texture and the basic design principles of biophilic design are put together to arrive at a design approach for biophilic light texture. This approach entails a basic design principle, focusing on integration with both the architecture and its geographical, social and cultural context; and a set of practical guidelines on how to achieve this integration through the design of light textures.
This design approach was applied in a design project for Beersnielsen lighting designers. This project involved the interior lighting design of a newly designed visitor center for a nature reserve park. The central element of this lighting design is a chandelier that projects a light texture (light shadow projections) onto the arched ceiling of the interior. The dynamic and style of the light texture create an integration with the natural environment, while at the same time the graphic style, the scale and the structure of the texture make it an integral part of the architecture as well. It continues the character and atmosphere of the nature reserve park, to the indoor environment of the visitor center. A prototype was created to show a proof of concept for creating the desired lighting effect, and to be able to experience the effect on a full architectural scale.
The guidelines of the design approach as outlined in this thesis are specifically focused on light texture as a lighting effect, as showcased in the design project. However, the basic design principle of the approach can also be applied to lighting design in general. It is encouraged to explore this principle of integrated design for other lighting effects within the light content framework as well, potentially arriving at a comprehensive biophilic design framework for lighting design in general. ...
The human experience of light, the visual qualities of light texture and the basic design principles of biophilic design are put together to arrive at a design approach for biophilic light texture. This approach entails a basic design principle, focusing on integration with both the architecture and its geographical, social and cultural context; and a set of practical guidelines on how to achieve this integration through the design of light textures.
This design approach was applied in a design project for Beersnielsen lighting designers. This project involved the interior lighting design of a newly designed visitor center for a nature reserve park. The central element of this lighting design is a chandelier that projects a light texture (light shadow projections) onto the arched ceiling of the interior. The dynamic and style of the light texture create an integration with the natural environment, while at the same time the graphic style, the scale and the structure of the texture make it an integral part of the architecture as well. It continues the character and atmosphere of the nature reserve park, to the indoor environment of the visitor center. A prototype was created to show a proof of concept for creating the desired lighting effect, and to be able to experience the effect on a full architectural scale.
The guidelines of the design approach as outlined in this thesis are specifically focused on light texture as a lighting effect, as showcased in the design project. However, the basic design principle of the approach can also be applied to lighting design in general. It is encouraged to explore this principle of integrated design for other lighting effects within the light content framework as well, potentially arriving at a comprehensive biophilic design framework for lighting design in general.
Design doing
A study on design doing methodology and the application to a business perspective
Bende uses the term design doing for their way of working. The company focuses on making at an early stage in the design process. Use making as a means of detailing, in stead of detailing on paper or in virtual models.
“What is design doing?“
“How can design doing be applied in a business environment?”
CASE -The main question of the material exploration was;
“What is the impact of doing in stead of reasoning?”
In other words, what happens when a designer tries every material combination he/she can think of in stead of reasoning what the outcome will be? The goal is to do as much as possible and use the results as the criteria for success. When a new material combination is thought off, first thing is to apply it, test it and use the outcome of the test to see whether it is useful/interesting.
A total of 36 different materials combinations were tested during this phase. The outcomes were rated during a workshop. The highest rated experiments were the ones that had properties which are contradictory to what is expected of concrete. Concrete is heavy, hard, cold, geometric and sharp. It does not float, let light through or is shaped organically.
OUTCOME - Design doing has proven to be useful in a business environment. Important factor in the use of design doing is to save the results and outcomes of the testing and experimenting and using it in future projects and this is an area where Bende can improve.
For this purpose a format was created which consists of three steps, document, evaluate and consult. The first step is to document all aspects of a project, the first sketch as well the final result. The second step is to condense all the information of the first step to a manageable amount that shows the essence of a project. Third step is to consult this information in later projects and use it to improve the making process.
For this last step a physical material bank was designed, made and installed in the office of Bende. This bank serves three purposes; remind, inspire and inform. The material is a reminder of all the projects and materials that Bende has worked with. The second is to use the material samples as inspiration during idea generation and setting up new projects. The last purpose is to use the materials to show future partners what Bende has done, is capable of and can offer in a project. ...
Bende uses the term design doing for their way of working. The company focuses on making at an early stage in the design process. Use making as a means of detailing, in stead of detailing on paper or in virtual models.
“What is design doing?“
“How can design doing be applied in a business environment?”
CASE -The main question of the material exploration was;
“What is the impact of doing in stead of reasoning?”
In other words, what happens when a designer tries every material combination he/she can think of in stead of reasoning what the outcome will be? The goal is to do as much as possible and use the results as the criteria for success. When a new material combination is thought off, first thing is to apply it, test it and use the outcome of the test to see whether it is useful/interesting.
A total of 36 different materials combinations were tested during this phase. The outcomes were rated during a workshop. The highest rated experiments were the ones that had properties which are contradictory to what is expected of concrete. Concrete is heavy, hard, cold, geometric and sharp. It does not float, let light through or is shaped organically.
OUTCOME - Design doing has proven to be useful in a business environment. Important factor in the use of design doing is to save the results and outcomes of the testing and experimenting and using it in future projects and this is an area where Bende can improve.
For this purpose a format was created which consists of three steps, document, evaluate and consult. The first step is to document all aspects of a project, the first sketch as well the final result. The second step is to condense all the information of the first step to a manageable amount that shows the essence of a project. Third step is to consult this information in later projects and use it to improve the making process.
For this last step a physical material bank was designed, made and installed in the office of Bende. This bank serves three purposes; remind, inspire and inform. The material is a reminder of all the projects and materials that Bende has worked with. The second is to use the material samples as inspiration during idea generation and setting up new projects. The last purpose is to use the materials to show future partners what Bende has done, is capable of and can offer in a project.