P.J. Stappers
Please Note
9 records found
1
Geofold - Where geometry unfolds
A toolkit that helps high school students develop spatial skills through tangible play and structured exploration
This research investigates the question: How can 12 to 15 year old havo/vwo students develop their spatial skills during math classes through a tangible object? Sub-questions explore the definition of spatial skills and the structure of a typical math lesson.
The process was divided into a research cycle and a design cycle. The research cycle involved literature review, interviews, and observations, and used context mapping to identify similarities and differences between student needs and school systems. The design cycle followed a research through design approach, with iterative prototyping and user testing.
The literature review revealed that spatial skills are not just about mental rotation or perspective-taking, but depend on the object, its surroundings, and how we engage with it; mentally, physically, or through movement in the environment. The context mapping analysis shows that schools prioritize structure, efficiency, and test preparation, while students expressed a desire for interactive and collaborative experiences. This led to a design space that balances both needs: structured lessons that still allow for active exploration.
The resulting concept is a magnetic cube toolkit designed to enhance spatial reasoning through geometry tasks that align with the curriculum. Instead of adding extra work, the tool replaces optional exercises with open-ended, spatial challenges. Students select an assignment card and build with modular cubes, progressing from 2D to 3D thinking and from closed to open questions.
User testing showed that the haptic experience of the magnetic cube increased engagement. However, improvements were needed in the clarity and length of task descriptions, since the connection between the questions and the cube was not always clear. The physical size and production cost of the prototype were also mentioned as limitations, making large scale classroom implementation unrealistic in its current form.
As a recommendation, a more affordable, compact version was developed, even if this means losing the tactile quality of the magnets. Future steps include refining the design for production and conducting full-classroom trials to test feasibility and educational impact. ...
This research investigates the question: How can 12 to 15 year old havo/vwo students develop their spatial skills during math classes through a tangible object? Sub-questions explore the definition of spatial skills and the structure of a typical math lesson.
The process was divided into a research cycle and a design cycle. The research cycle involved literature review, interviews, and observations, and used context mapping to identify similarities and differences between student needs and school systems. The design cycle followed a research through design approach, with iterative prototyping and user testing.
The literature review revealed that spatial skills are not just about mental rotation or perspective-taking, but depend on the object, its surroundings, and how we engage with it; mentally, physically, or through movement in the environment. The context mapping analysis shows that schools prioritize structure, efficiency, and test preparation, while students expressed a desire for interactive and collaborative experiences. This led to a design space that balances both needs: structured lessons that still allow for active exploration.
The resulting concept is a magnetic cube toolkit designed to enhance spatial reasoning through geometry tasks that align with the curriculum. Instead of adding extra work, the tool replaces optional exercises with open-ended, spatial challenges. Students select an assignment card and build with modular cubes, progressing from 2D to 3D thinking and from closed to open questions.
User testing showed that the haptic experience of the magnetic cube increased engagement. However, improvements were needed in the clarity and length of task descriptions, since the connection between the questions and the cube was not always clear. The physical size and production cost of the prototype were also mentioned as limitations, making large scale classroom implementation unrealistic in its current form.
As a recommendation, a more affordable, compact version was developed, even if this means losing the tactile quality of the magnets. Future steps include refining the design for production and conducting full-classroom trials to test feasibility and educational impact.
Let’s bond! Fostering social connection for older adults in Twente
A conversation game for the homebound older adults and their trusted contacts
To understand these experiences, a combination of interviews, contextmapping techniques, and literature studies was used. Contextmapping revealed implicit knowledge, social values and prompted personal reflection, shaping both process and outcome. Theoretical guidance from the Positive Health framework supported the focus on intrinsic motivation and well-being, anchoring the project in an ethical and person-centered approach.
Initial research showed that older adults value a meaningful life, as well as casual, and personal interactions. Cultural characteristics specific to the Twente region, such as straightforward communication and the importance of trust, also emerged as key considerations.
These insights led to a collaboration with three local village supporters, whose role is to enhance village life by informally supporting both residents and the community. Through this key actor, a more specific design focus emerged: supporting homebound older adults, those who feel disconnected, yet remain in their small circles and are difficult to reach through existing initiatives.
The final design outcome is a conversation-based card game titled “Wat maakt je blij?” (“What makes you happy?”), created for use between homebound older adults and their trusted contacts. It invites players to reflect on their strengths, interests, and meaningful life experiences, encouraging emotional connection and potential actions without imposing a “helping” dynamic. Informed by multiple design iterations and playtests, the game avoids feelings of being childish or therapeutic, offering a casual, low-pressure, warm space for personal discovery and reflection.
Evaluation results showed that:
Participants felt more emotionally connected during gameplay, suggesting the game can deepen existing relationships and open paths to social engagement with the help of co-player encouragements.
While it did not directly lead to new social activities, it prompted small, self-driven actions that supported well-being, such as calling a friend or revisiting a hobby.
The village supporters also saw the game as a valuable tool for healthcare, appreciating how it gently encourages players to reflect positively on their lives.
Thus, the game promotes emotional connection and positive personal reflection. Despite its promise, the game’s long-term impact on sustained social connectedness remains uncertain. Further testing may provide more clarity. Its success also depends heavily on how it is introduced, framing must avoid implying the older adult “needs help.” Future implementation should equip facilitators with language and strategies to invite participation in an empowering way.
The project highlights the power of design to create tools that do not fix people, but instead open up space for self-driven exploration, joy, and human connection. ...
To understand these experiences, a combination of interviews, contextmapping techniques, and literature studies was used. Contextmapping revealed implicit knowledge, social values and prompted personal reflection, shaping both process and outcome. Theoretical guidance from the Positive Health framework supported the focus on intrinsic motivation and well-being, anchoring the project in an ethical and person-centered approach.
Initial research showed that older adults value a meaningful life, as well as casual, and personal interactions. Cultural characteristics specific to the Twente region, such as straightforward communication and the importance of trust, also emerged as key considerations.
These insights led to a collaboration with three local village supporters, whose role is to enhance village life by informally supporting both residents and the community. Through this key actor, a more specific design focus emerged: supporting homebound older adults, those who feel disconnected, yet remain in their small circles and are difficult to reach through existing initiatives.
The final design outcome is a conversation-based card game titled “Wat maakt je blij?” (“What makes you happy?”), created for use between homebound older adults and their trusted contacts. It invites players to reflect on their strengths, interests, and meaningful life experiences, encouraging emotional connection and potential actions without imposing a “helping” dynamic. Informed by multiple design iterations and playtests, the game avoids feelings of being childish or therapeutic, offering a casual, low-pressure, warm space for personal discovery and reflection.
Evaluation results showed that:
Participants felt more emotionally connected during gameplay, suggesting the game can deepen existing relationships and open paths to social engagement with the help of co-player encouragements.
While it did not directly lead to new social activities, it prompted small, self-driven actions that supported well-being, such as calling a friend or revisiting a hobby.
The village supporters also saw the game as a valuable tool for healthcare, appreciating how it gently encourages players to reflect positively on their lives.
Thus, the game promotes emotional connection and positive personal reflection. Despite its promise, the game’s long-term impact on sustained social connectedness remains uncertain. Further testing may provide more clarity. Its success also depends heavily on how it is introduced, framing must avoid implying the older adult “needs help.” Future implementation should equip facilitators with language and strategies to invite participation in an empowering way.
The project highlights the power of design to create tools that do not fix people, but instead open up space for self-driven exploration, joy, and human connection.
Design teams often overlook neurodiversity, missing out on unique perspectives and innovative solutions. Neurodiverse individuals posses unique traits in the form of challenges and strengths which impact team dynamics and performance. This toolkit is designed to help design teams understand and leverage each other’s unique strengths and challenges to foster a more inclusive and collaborative team environment.
The toolkit consists of several key elements: trait cards to help identify and discuss neurodiverse traits, prompt cards to guide structured and meaningful conversations, puzzle pieces to symbolize the unique contributions of each team member, a comic to introduce the concept of neurodiversity in an engaging manner, an instruction sheet for clear guidance, and a sticker sheet for personalizing puzzle pieces. Through these components, the toolkit aims to create a supportive environment where all cognitive styles are valued and leveraged for collective success.
This project underscores the importance of recognizing and embracing neurodiversity, ultimately leading to more effective, collaborative, and innovative design teams. ...
Design teams often overlook neurodiversity, missing out on unique perspectives and innovative solutions. Neurodiverse individuals posses unique traits in the form of challenges and strengths which impact team dynamics and performance. This toolkit is designed to help design teams understand and leverage each other’s unique strengths and challenges to foster a more inclusive and collaborative team environment.
The toolkit consists of several key elements: trait cards to help identify and discuss neurodiverse traits, prompt cards to guide structured and meaningful conversations, puzzle pieces to symbolize the unique contributions of each team member, a comic to introduce the concept of neurodiversity in an engaging manner, an instruction sheet for clear guidance, and a sticker sheet for personalizing puzzle pieces. Through these components, the toolkit aims to create a supportive environment where all cognitive styles are valued and leveraged for collective success.
This project underscores the importance of recognizing and embracing neurodiversity, ultimately leading to more effective, collaborative, and innovative design teams.
This project aimed to create positive design interventions in the transition space of the Faculty of Industrial Design Engineering, TU Delft. These interventions will provide moments of happiness and support a positive state of mind during the daily journey of users across the transition space. The project aimed to find out how best to apply the 20 Urban Happiness Ingredients tool set by Samavati and
Desmet (2021)4 to design a transition experience. Insights from Generative Research were used to conduct Research through Design that used a Positive Design Approach. The main insights found were that the users of the IDE transition space needed to feel the fundamental human needs of security, autonomy and stimulation while in transition. A number of ideation iterations led to the conception of an arch that supported those three needs. The arch was chosen as the embodiment of those needs because historically, it has always been a powerful metaphor for communicating and aiding transition. It allows the bi-directional nature of a transition to be a function, it has deep cultural meanings and it has the ability to frame a great view.
The result of this graduation project is a spatial installation (or spatial product) called ‘Waves of Happiness’. It creates several moments of joy through the interactions that have been designed. The meaning created by the design is that the users must choose to take a meaningful pause while in transition to momentarily forget their worries by experiencing pleasure. These moments of pleasure remind one of pleasant memories such as childhood. The design also builds upon the need for users to practice self reflection and fulfil the virtue of self-care. The form and aesthetics of the design played an important role in satisfying the universal need for beauty. Computational Design techniques were used to design the structure depicting the ‘Waves of Happiness’. User feedback indicated that the users would exit the designed transition experience with a positive state of mind after having experienced moments of joy.
‘Compatibility with needs and desires of users’, Interactive and fascinating design’, ‘Multisensory richness experiences’, ‘Place identity, memorability & city image’ and ‘Aesthetic qualities’ were the 5 main Urban Happiness Ingredients used in the design. The project ended with a discussion on how these ingredients can be applied better to transition experience design and what this master thesis project contributed to the domain of transition experience design. ...
This project aimed to create positive design interventions in the transition space of the Faculty of Industrial Design Engineering, TU Delft. These interventions will provide moments of happiness and support a positive state of mind during the daily journey of users across the transition space. The project aimed to find out how best to apply the 20 Urban Happiness Ingredients tool set by Samavati and
Desmet (2021)4 to design a transition experience. Insights from Generative Research were used to conduct Research through Design that used a Positive Design Approach. The main insights found were that the users of the IDE transition space needed to feel the fundamental human needs of security, autonomy and stimulation while in transition. A number of ideation iterations led to the conception of an arch that supported those three needs. The arch was chosen as the embodiment of those needs because historically, it has always been a powerful metaphor for communicating and aiding transition. It allows the bi-directional nature of a transition to be a function, it has deep cultural meanings and it has the ability to frame a great view.
The result of this graduation project is a spatial installation (or spatial product) called ‘Waves of Happiness’. It creates several moments of joy through the interactions that have been designed. The meaning created by the design is that the users must choose to take a meaningful pause while in transition to momentarily forget their worries by experiencing pleasure. These moments of pleasure remind one of pleasant memories such as childhood. The design also builds upon the need for users to practice self reflection and fulfil the virtue of self-care. The form and aesthetics of the design played an important role in satisfying the universal need for beauty. Computational Design techniques were used to design the structure depicting the ‘Waves of Happiness’. User feedback indicated that the users would exit the designed transition experience with a positive state of mind after having experienced moments of joy.
‘Compatibility with needs and desires of users’, Interactive and fascinating design’, ‘Multisensory richness experiences’, ‘Place identity, memorability & city image’ and ‘Aesthetic qualities’ were the 5 main Urban Happiness Ingredients used in the design. The project ended with a discussion on how these ingredients can be applied better to transition experience design and what this master thesis project contributed to the domain of transition experience design.
Thaking things further in the SPM journey
Creating the new journey into Strategic Portfolio Managment and successful implementation through new tool design for useability
The portfolio is the set of projects the company is currently running. The consultancy Jigseye provides tools for that purpose called Strategic Portfolio Management (SPM). They created tools to support organisations in creating that overview and the next step to manage it as a process. Currently, the SPM tools implemented by Jigseye work in practice. They notice that orgnizations still face challenges reaching successful SPM execution. Jigseye wants to improve and extend this set of tools. The goal of my project is to gain an understanding of the SPM tools and design for the new tools with orientation on useability and ease of use. In the research phase, I did extensive user research analysing the SPM tool resulting in user needs for functionality accessibility and the new purpose of creating strategic awareness. Leading to the following vision; the vision is laid out in the form of a journey, leading to new opportunities. This will increase both the effectiveness and efficiency of the SPM tools. Resulting in the New SPM Identity model and New SPM App design with Mobile version; with these tools, designing for a new way of working in the SPM journey leading to new service opportunities for Jigseye. ...
The portfolio is the set of projects the company is currently running. The consultancy Jigseye provides tools for that purpose called Strategic Portfolio Management (SPM). They created tools to support organisations in creating that overview and the next step to manage it as a process. Currently, the SPM tools implemented by Jigseye work in practice. They notice that orgnizations still face challenges reaching successful SPM execution. Jigseye wants to improve and extend this set of tools. The goal of my project is to gain an understanding of the SPM tools and design for the new tools with orientation on useability and ease of use. In the research phase, I did extensive user research analysing the SPM tool resulting in user needs for functionality accessibility and the new purpose of creating strategic awareness. Leading to the following vision; the vision is laid out in the form of a journey, leading to new opportunities. This will increase both the effectiveness and efficiency of the SPM tools. Resulting in the New SPM Identity model and New SPM App design with Mobile version; with these tools, designing for a new way of working in the SPM journey leading to new service opportunities for Jigseye.
Future Journeys
A tool for parents of children with special needs to expand their perspective on future thinking
Social Design for low-literacy
Empowering native Dutch low-literates