S.H. Gieles
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6 records found
1
Refining the Elysian E9X Cabin Concept
Creating the SkyConsole
Master thesis
(2026)
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F.A. Moolhuizen, P. Vink, E. Tempelman, S.H. Gieles, Daniel Rosen Jacobson, Tosca van Duivenboden
This thesis explores the development of a new cabin interior design for the E9X aircraft, aiming to achieve the optimal balance between passenger comfort, efficiency, and sustainability, while ensuring lightweight construction and compliance with aviation regulations. Research, including an analysis of a previous cabin design (Van Duivenboden, 2025), identified key areas for improvement. These include the removal of overhead bins, the creation of more personal space, ergonomic luggage storage, and a lightweight design that promotes a visually peaceful environment.
The design goal is to create a compact, intuitive, and inclusive cabin interior that enhances both passenger comfort and crew efficiency on short-haul flights. This was achieved by integrating a multifunctional storage and armrest console, the SkyConsole. The design was developed across nine areas: existing solutions, certification, dimensions, stakeholder needs, design language, weight, functionality, construction, and materials. The SkyConsole was designed in three variants to accommodate different passenger needs.
User tests and interviews with cabin crew confirmed that the SkyConsole significantly improves the passenger experience, enhances cabin crew workflow, and offers opportunities for weight savings and sustainability. ...
The design goal is to create a compact, intuitive, and inclusive cabin interior that enhances both passenger comfort and crew efficiency on short-haul flights. This was achieved by integrating a multifunctional storage and armrest console, the SkyConsole. The design was developed across nine areas: existing solutions, certification, dimensions, stakeholder needs, design language, weight, functionality, construction, and materials. The SkyConsole was designed in three variants to accommodate different passenger needs.
User tests and interviews with cabin crew confirmed that the SkyConsole significantly improves the passenger experience, enhances cabin crew workflow, and offers opportunities for weight savings and sustainability. ...
This thesis explores the development of a new cabin interior design for the E9X aircraft, aiming to achieve the optimal balance between passenger comfort, efficiency, and sustainability, while ensuring lightweight construction and compliance with aviation regulations. Research, including an analysis of a previous cabin design (Van Duivenboden, 2025), identified key areas for improvement. These include the removal of overhead bins, the creation of more personal space, ergonomic luggage storage, and a lightweight design that promotes a visually peaceful environment.
The design goal is to create a compact, intuitive, and inclusive cabin interior that enhances both passenger comfort and crew efficiency on short-haul flights. This was achieved by integrating a multifunctional storage and armrest console, the SkyConsole. The design was developed across nine areas: existing solutions, certification, dimensions, stakeholder needs, design language, weight, functionality, construction, and materials. The SkyConsole was designed in three variants to accommodate different passenger needs.
User tests and interviews with cabin crew confirmed that the SkyConsole significantly improves the passenger experience, enhances cabin crew workflow, and offers opportunities for weight savings and sustainability.
The design goal is to create a compact, intuitive, and inclusive cabin interior that enhances both passenger comfort and crew efficiency on short-haul flights. This was achieved by integrating a multifunctional storage and armrest console, the SkyConsole. The design was developed across nine areas: existing solutions, certification, dimensions, stakeholder needs, design language, weight, functionality, construction, and materials. The SkyConsole was designed in three variants to accommodate different passenger needs.
User tests and interviews with cabin crew confirmed that the SkyConsole significantly improves the passenger experience, enhances cabin crew workflow, and offers opportunities for weight savings and sustainability.
Development of a smart knee-wearable for osteoarthritis patients
Detecting acoustic emissions and temperature changes
Osteoarthritis (OA) is a joint disease that causes cartilage degeneration, stiffness, and unpredictable, painful flare-ups. Current diagnostic methods provide only clinical snapshots. This leaves a lack of continuous insight into symptom changes in daily life. This project was driven by the hypothesis that elevated localised skin temperature and more frequent or intense acoustic joint emissions (crepitus) could indicate a flare-up and increased pain. To test this, a non-invasive smart wearable needed to be developed. By continuously measuring thermal and acoustic signals in daily life, this smart knee-wearable aims to objectively detect flare-ups and, in the future, bridge the gap between subjective pain and objective clinical data.
To achieve this goal, the Double Diamond design methodology was applied. After a discovery phase of literature research and expert interviews, a Programme of Requirements was established in the define phase. An iterative design process was followed for the development phase. Ideas were explored in Virtual Reality, and physical prototypes were made. These iterations were tested for technological feasibility and comfort, with input from both healthy individuals and OA patients.
The resulting prototype is a comfortable, breathable knee sleeve made of a spandex-like material and called Lola, meaning Long-term osteoarthritis logging assistant. The design has an open kneecap and knee hollow for optimal freedom of movement. With silicone anti-slip elastic to keep it in place. Integrated technology includes a XIAO ESP32-S3 microcontroller, SD card module, MEMS microphone, and several NTC temperature sensors. Conductive yarn, stitched in a zigzag stitch, enables seamless, flexible integration of components.
The validation showed that the wearable effectively records the desired data. During controlled movements, the acoustic algorithm distinguished a healthy knee from an OA knee, but continuous walking and friction from long trousers caused mechanical noise in the sound data. The temperature sensors also accurately recorded physiological heat changes. Furthermore, the wearable scored highly for comfort. Test subjects reported forgetting they wore it within 30 minutes. However, patients also reported that a wraparound model would be easier to put on and is an area for improvement.
In conclusion, developing a non-invasive wearable to measure crepitus and temperature for patients with OA is feasible. Although it is not a market-ready medical product, and noise-reduction software still needs refinement, this proof-of-concept shows that continuous, objective monitoring of osteoarthritis in daily practice is possible and valuable, provided that several aspects of the wearable are further investigated and optimised.
...
To achieve this goal, the Double Diamond design methodology was applied. After a discovery phase of literature research and expert interviews, a Programme of Requirements was established in the define phase. An iterative design process was followed for the development phase. Ideas were explored in Virtual Reality, and physical prototypes were made. These iterations were tested for technological feasibility and comfort, with input from both healthy individuals and OA patients.
The resulting prototype is a comfortable, breathable knee sleeve made of a spandex-like material and called Lola, meaning Long-term osteoarthritis logging assistant. The design has an open kneecap and knee hollow for optimal freedom of movement. With silicone anti-slip elastic to keep it in place. Integrated technology includes a XIAO ESP32-S3 microcontroller, SD card module, MEMS microphone, and several NTC temperature sensors. Conductive yarn, stitched in a zigzag stitch, enables seamless, flexible integration of components.
The validation showed that the wearable effectively records the desired data. During controlled movements, the acoustic algorithm distinguished a healthy knee from an OA knee, but continuous walking and friction from long trousers caused mechanical noise in the sound data. The temperature sensors also accurately recorded physiological heat changes. Furthermore, the wearable scored highly for comfort. Test subjects reported forgetting they wore it within 30 minutes. However, patients also reported that a wraparound model would be easier to put on and is an area for improvement.
In conclusion, developing a non-invasive wearable to measure crepitus and temperature for patients with OA is feasible. Although it is not a market-ready medical product, and noise-reduction software still needs refinement, this proof-of-concept shows that continuous, objective monitoring of osteoarthritis in daily practice is possible and valuable, provided that several aspects of the wearable are further investigated and optimised.
...
Osteoarthritis (OA) is a joint disease that causes cartilage degeneration, stiffness, and unpredictable, painful flare-ups. Current diagnostic methods provide only clinical snapshots. This leaves a lack of continuous insight into symptom changes in daily life. This project was driven by the hypothesis that elevated localised skin temperature and more frequent or intense acoustic joint emissions (crepitus) could indicate a flare-up and increased pain. To test this, a non-invasive smart wearable needed to be developed. By continuously measuring thermal and acoustic signals in daily life, this smart knee-wearable aims to objectively detect flare-ups and, in the future, bridge the gap between subjective pain and objective clinical data.
To achieve this goal, the Double Diamond design methodology was applied. After a discovery phase of literature research and expert interviews, a Programme of Requirements was established in the define phase. An iterative design process was followed for the development phase. Ideas were explored in Virtual Reality, and physical prototypes were made. These iterations were tested for technological feasibility and comfort, with input from both healthy individuals and OA patients.
The resulting prototype is a comfortable, breathable knee sleeve made of a spandex-like material and called Lola, meaning Long-term osteoarthritis logging assistant. The design has an open kneecap and knee hollow for optimal freedom of movement. With silicone anti-slip elastic to keep it in place. Integrated technology includes a XIAO ESP32-S3 microcontroller, SD card module, MEMS microphone, and several NTC temperature sensors. Conductive yarn, stitched in a zigzag stitch, enables seamless, flexible integration of components.
The validation showed that the wearable effectively records the desired data. During controlled movements, the acoustic algorithm distinguished a healthy knee from an OA knee, but continuous walking and friction from long trousers caused mechanical noise in the sound data. The temperature sensors also accurately recorded physiological heat changes. Furthermore, the wearable scored highly for comfort. Test subjects reported forgetting they wore it within 30 minutes. However, patients also reported that a wraparound model would be easier to put on and is an area for improvement.
In conclusion, developing a non-invasive wearable to measure crepitus and temperature for patients with OA is feasible. Although it is not a market-ready medical product, and noise-reduction software still needs refinement, this proof-of-concept shows that continuous, objective monitoring of osteoarthritis in daily practice is possible and valuable, provided that several aspects of the wearable are further investigated and optimised.
To achieve this goal, the Double Diamond design methodology was applied. After a discovery phase of literature research and expert interviews, a Programme of Requirements was established in the define phase. An iterative design process was followed for the development phase. Ideas were explored in Virtual Reality, and physical prototypes were made. These iterations were tested for technological feasibility and comfort, with input from both healthy individuals and OA patients.
The resulting prototype is a comfortable, breathable knee sleeve made of a spandex-like material and called Lola, meaning Long-term osteoarthritis logging assistant. The design has an open kneecap and knee hollow for optimal freedom of movement. With silicone anti-slip elastic to keep it in place. Integrated technology includes a XIAO ESP32-S3 microcontroller, SD card module, MEMS microphone, and several NTC temperature sensors. Conductive yarn, stitched in a zigzag stitch, enables seamless, flexible integration of components.
The validation showed that the wearable effectively records the desired data. During controlled movements, the acoustic algorithm distinguished a healthy knee from an OA knee, but continuous walking and friction from long trousers caused mechanical noise in the sound data. The temperature sensors also accurately recorded physiological heat changes. Furthermore, the wearable scored highly for comfort. Test subjects reported forgetting they wore it within 30 minutes. However, patients also reported that a wraparound model would be easier to put on and is an area for improvement.
In conclusion, developing a non-invasive wearable to measure crepitus and temperature for patients with OA is feasible. Although it is not a market-ready medical product, and noise-reduction software still needs refinement, this proof-of-concept shows that continuous, objective monitoring of osteoarthritis in daily practice is possible and valuable, provided that several aspects of the wearable are further investigated and optimised.
Designing learning environments
Typologies for school interiors of 2035
The project investigates the needs for learning environments in 2035 and how you can design that learning environment future-proof. The project has 2 results, theoretical design guidelines and a design tool. The theoretical guidelines are based on a multitude of factors that have been collected through literature research, interviews and observation. These factors may or may not have a connection with each other. By investigating these relations, 11 clusters have emerged. By linking these clusters to each other, looking for connections, fitting and measuring, trial and error, I created a framework. The framework is filled with patterns that influence behavior, interaction and engagement in educational situations, which led to types of spaces, so called typologies. Naming and grouping these patterns provides designers with guidelines that enable them to shape future learning environments through an organised yet flexible approach.
At the core of the typologies are 12 types that represent relevant actions in the learning environment of 2035. For example: exploring or sharing perspectives. To make these actions spatial and demonstrate how every action can be executed in different ways, for each action, 5 to 6 archetypes are connected to it. An archetype embodies a space or object that everyone has an idea or experience with, but at the same time everyone has their own interpretation of it, for example a cafe. The archetypes capture qualities and the actions of users. The archetypes serve as adaptable design references, offering insights into how different spatial arrangements can foster diverse educational experiences.
Building on this research, the second part of the project translates the framework into a tangible design tool: a card set that facilitates ideation, discussion, and creative exploration. This project is executed for Triomf Design, their designers are the main stakeholder for the design of the card set. Triomf approaches projects dynamically and intuitively. The tool encourages designers to experiment with spatial concepts and interactions. An interaction vision, inspired by children collaboratively building with Lego blocks, was used to define six key interaction qualities, ensuring that the tool fosters engagement and adaptability.
The card set comprises 18 archetypes and the corresponding actions, presented in a visually engaging format. To encourage playful exploration, each card has a unique shape, color-coded action labels, and visualisations that balance guidance with interpretive freedom. The imperfect fit of the shapes emphasise that there is no single “right” solution. This design invites users to interact physically with the cards, experimenting with arrangements and combinations to spark creativity. By incorporating both product and interaction qualities, the tool helps users think beyond literal representations, encouraging more intentional and innovative spatial designs.
Together, the framework and design tool offer a structured yet adaptable approach to shaping future learning environments. The framework provides a theoretical lens for understanding the typologies, while the card set translates these insights into a tool that supports designers throughout different stages of the design process. This dual approach ensures that educational spaces remain flexible, engaging, and responsive to future learning needs. ...
At the core of the typologies are 12 types that represent relevant actions in the learning environment of 2035. For example: exploring or sharing perspectives. To make these actions spatial and demonstrate how every action can be executed in different ways, for each action, 5 to 6 archetypes are connected to it. An archetype embodies a space or object that everyone has an idea or experience with, but at the same time everyone has their own interpretation of it, for example a cafe. The archetypes capture qualities and the actions of users. The archetypes serve as adaptable design references, offering insights into how different spatial arrangements can foster diverse educational experiences.
Building on this research, the second part of the project translates the framework into a tangible design tool: a card set that facilitates ideation, discussion, and creative exploration. This project is executed for Triomf Design, their designers are the main stakeholder for the design of the card set. Triomf approaches projects dynamically and intuitively. The tool encourages designers to experiment with spatial concepts and interactions. An interaction vision, inspired by children collaboratively building with Lego blocks, was used to define six key interaction qualities, ensuring that the tool fosters engagement and adaptability.
The card set comprises 18 archetypes and the corresponding actions, presented in a visually engaging format. To encourage playful exploration, each card has a unique shape, color-coded action labels, and visualisations that balance guidance with interpretive freedom. The imperfect fit of the shapes emphasise that there is no single “right” solution. This design invites users to interact physically with the cards, experimenting with arrangements and combinations to spark creativity. By incorporating both product and interaction qualities, the tool helps users think beyond literal representations, encouraging more intentional and innovative spatial designs.
Together, the framework and design tool offer a structured yet adaptable approach to shaping future learning environments. The framework provides a theoretical lens for understanding the typologies, while the card set translates these insights into a tool that supports designers throughout different stages of the design process. This dual approach ensures that educational spaces remain flexible, engaging, and responsive to future learning needs. ...
The project investigates the needs for learning environments in 2035 and how you can design that learning environment future-proof. The project has 2 results, theoretical design guidelines and a design tool. The theoretical guidelines are based on a multitude of factors that have been collected through literature research, interviews and observation. These factors may or may not have a connection with each other. By investigating these relations, 11 clusters have emerged. By linking these clusters to each other, looking for connections, fitting and measuring, trial and error, I created a framework. The framework is filled with patterns that influence behavior, interaction and engagement in educational situations, which led to types of spaces, so called typologies. Naming and grouping these patterns provides designers with guidelines that enable them to shape future learning environments through an organised yet flexible approach.
At the core of the typologies are 12 types that represent relevant actions in the learning environment of 2035. For example: exploring or sharing perspectives. To make these actions spatial and demonstrate how every action can be executed in different ways, for each action, 5 to 6 archetypes are connected to it. An archetype embodies a space or object that everyone has an idea or experience with, but at the same time everyone has their own interpretation of it, for example a cafe. The archetypes capture qualities and the actions of users. The archetypes serve as adaptable design references, offering insights into how different spatial arrangements can foster diverse educational experiences.
Building on this research, the second part of the project translates the framework into a tangible design tool: a card set that facilitates ideation, discussion, and creative exploration. This project is executed for Triomf Design, their designers are the main stakeholder for the design of the card set. Triomf approaches projects dynamically and intuitively. The tool encourages designers to experiment with spatial concepts and interactions. An interaction vision, inspired by children collaboratively building with Lego blocks, was used to define six key interaction qualities, ensuring that the tool fosters engagement and adaptability.
The card set comprises 18 archetypes and the corresponding actions, presented in a visually engaging format. To encourage playful exploration, each card has a unique shape, color-coded action labels, and visualisations that balance guidance with interpretive freedom. The imperfect fit of the shapes emphasise that there is no single “right” solution. This design invites users to interact physically with the cards, experimenting with arrangements and combinations to spark creativity. By incorporating both product and interaction qualities, the tool helps users think beyond literal representations, encouraging more intentional and innovative spatial designs.
Together, the framework and design tool offer a structured yet adaptable approach to shaping future learning environments. The framework provides a theoretical lens for understanding the typologies, while the card set translates these insights into a tool that supports designers throughout different stages of the design process. This dual approach ensures that educational spaces remain flexible, engaging, and responsive to future learning needs.
At the core of the typologies are 12 types that represent relevant actions in the learning environment of 2035. For example: exploring or sharing perspectives. To make these actions spatial and demonstrate how every action can be executed in different ways, for each action, 5 to 6 archetypes are connected to it. An archetype embodies a space or object that everyone has an idea or experience with, but at the same time everyone has their own interpretation of it, for example a cafe. The archetypes capture qualities and the actions of users. The archetypes serve as adaptable design references, offering insights into how different spatial arrangements can foster diverse educational experiences.
Building on this research, the second part of the project translates the framework into a tangible design tool: a card set that facilitates ideation, discussion, and creative exploration. This project is executed for Triomf Design, their designers are the main stakeholder for the design of the card set. Triomf approaches projects dynamically and intuitively. The tool encourages designers to experiment with spatial concepts and interactions. An interaction vision, inspired by children collaboratively building with Lego blocks, was used to define six key interaction qualities, ensuring that the tool fosters engagement and adaptability.
The card set comprises 18 archetypes and the corresponding actions, presented in a visually engaging format. To encourage playful exploration, each card has a unique shape, color-coded action labels, and visualisations that balance guidance with interpretive freedom. The imperfect fit of the shapes emphasise that there is no single “right” solution. This design invites users to interact physically with the cards, experimenting with arrangements and combinations to spark creativity. By incorporating both product and interaction qualities, the tool helps users think beyond literal representations, encouraging more intentional and innovative spatial designs.
Together, the framework and design tool offer a structured yet adaptable approach to shaping future learning environments. The framework provides a theoretical lens for understanding the typologies, while the card set translates these insights into a tool that supports designers throughout different stages of the design process. This dual approach ensures that educational spaces remain flexible, engaging, and responsive to future learning needs.
Designing multi functional lampshades for Kloosterman Verlichting
Petal to the metal
Designing a lampshade design for an Amsterdam based company with the basic requirements of low- cost, in house production, adjustable features and implementable within a year. Which resulted in a minimalist lampshade with a modular and variable design.
...
Designing a lampshade design for an Amsterdam based company with the basic requirements of low- cost, in house production, adjustable features and implementable within a year. Which resulted in a minimalist lampshade with a modular and variable design.
Reactive acoustics
Designing an adaptive environment in the open workspace
This graduation project started as a continuation of an earlier design project. The design team Bdot, a group of students from the TU Delft, made a concept design for the company Merford. After the success of the Bdot concept, Merford was inspired to continue development further to a high fidelity prototype or even production. The open workspace, or so called ‘office garden’, is becoming more popular in modern and renovated office spaces. Such office spaces do not have many walls, which offers benefits to work culture development but can also lead to a variety of problems. Research shows that acoustic hindrance is one of the biggest problems found in open workspaces (JMP, 2017). The concept developed during the JMP project provides a solution to that problem. The Pinecone as designed by the JMP group, ended with a concept design and a prototype which showed the sense of scale of the product. This graduation project will focus on three important aspects of the design. First of all, the panel will be redesigned, having a refined finish and look. Secondly, a solution for hanging the acoustic panels had to be designed. From the beginning of this graduation project, the idea came up to make panels modular, and connecting them instead of hanging them on complete rings. Thirdly, the focus was on designing a functional retraction mechanism making the prototype prove that the mechanics will work for the end product. A new design brief was made, including these three focus points. Together with the company Merford and information from the previous design report, a list of criteria was formed for guiding this project. During the exploration phase of this project, numerous resources were reviewed. This gave more information and inspiration for several solutions for each focus area. The development of these focus areas was a very iterative process. Finding solutions, then getting more information through experts, and making revisions of these solutions to find better ones happened multiple times. During this iterative process, the switch between design for end product and design for a show-model had to be made continuously. This means that during the development chapter, conclusions are drawn for both the prototype and for the end design of this project. The prototyping phase focused on getting a working prototype build. The goal of this prototype was to prove the mechanics would work, together with being a show model for Merford. The prototype will eventually hang in the showroom of Merford and will be used for business events and fairs. The final chapter elaborates on the final design of the Pinecone. Materials, production techniques and production series are spoken of in this chapter. The chapter doesn not only give the design of the ‘standard’ Pinecone, but also gives multiple opportunities and possibilities for Merford to sell more Pinecones in the near future.
...
This graduation project started as a continuation of an earlier design project. The design team Bdot, a group of students from the TU Delft, made a concept design for the company Merford. After the success of the Bdot concept, Merford was inspired to continue development further to a high fidelity prototype or even production. The open workspace, or so called ‘office garden’, is becoming more popular in modern and renovated office spaces. Such office spaces do not have many walls, which offers benefits to work culture development but can also lead to a variety of problems. Research shows that acoustic hindrance is one of the biggest problems found in open workspaces (JMP, 2017). The concept developed during the JMP project provides a solution to that problem. The Pinecone as designed by the JMP group, ended with a concept design and a prototype which showed the sense of scale of the product. This graduation project will focus on three important aspects of the design. First of all, the panel will be redesigned, having a refined finish and look. Secondly, a solution for hanging the acoustic panels had to be designed. From the beginning of this graduation project, the idea came up to make panels modular, and connecting them instead of hanging them on complete rings. Thirdly, the focus was on designing a functional retraction mechanism making the prototype prove that the mechanics will work for the end product. A new design brief was made, including these three focus points. Together with the company Merford and information from the previous design report, a list of criteria was formed for guiding this project. During the exploration phase of this project, numerous resources were reviewed. This gave more information and inspiration for several solutions for each focus area. The development of these focus areas was a very iterative process. Finding solutions, then getting more information through experts, and making revisions of these solutions to find better ones happened multiple times. During this iterative process, the switch between design for end product and design for a show-model had to be made continuously. This means that during the development chapter, conclusions are drawn for both the prototype and for the end design of this project. The prototyping phase focused on getting a working prototype build. The goal of this prototype was to prove the mechanics would work, together with being a show model for Merford. The prototype will eventually hang in the showroom of Merford and will be used for business events and fairs. The final chapter elaborates on the final design of the Pinecone. Materials, production techniques and production series are spoken of in this chapter. The chapter doesn not only give the design of the ‘standard’ Pinecone, but also gives multiple opportunities and possibilities for Merford to sell more Pinecones in the near future.