J.W. Hoftijzer
Please Note
11 records found
1
Implementing Drawing in Science and Engineering Education
An implementation plan for O&O education
Today, freehand sketching is gradually disappearing from science and engineering education. In fields such as biology and medicine, photographs are commonly used to depict objects being studied. In engineering education, various types of computer-aided design (CAD) software allow students to design new inventions, making simple paper-and-pencil sketches seem outdated or less reliable. Even in design education, drawing is increasingly being overlooked as an essential design tool. This raises an important question: Are we right to abandon drawing as an academic tool, or are we overlooking its value?
This research project will investigate the importance of drawing as a design tool in science and engineering education. It will explore ways to implement or reimplement drawing as a cognitive tool for learning, reasoning, and communication within these disciplines.
This study focuses on the role of drawing as a cognitive and design tool in Onderzoek & Ontwerpen (O&O) education at the secondary school level. O&O is a project-based subject designed to introduce students to real-world practices in science and engineering by engaging them in authentic design and research challenges. Within this context, drawing has the potential to support students in visualizing ideas, reasoning through problems, and communicating solutions. However, the use of drawing within O&O varies significantly between schools, with some integrating sketching as a key design method and others relying primarily on digital tools or written communication. The following research question has been set up to explore the importance of drawing and its influence on learning and design outcomes: What role does drawing play as a cognitive and design tool in O&O education, and how can it be effectively implemented to support learning, reasoning, and communication in science and engineering contexts?
...
Today, freehand sketching is gradually disappearing from science and engineering education. In fields such as biology and medicine, photographs are commonly used to depict objects being studied. In engineering education, various types of computer-aided design (CAD) software allow students to design new inventions, making simple paper-and-pencil sketches seem outdated or less reliable. Even in design education, drawing is increasingly being overlooked as an essential design tool. This raises an important question: Are we right to abandon drawing as an academic tool, or are we overlooking its value?
This research project will investigate the importance of drawing as a design tool in science and engineering education. It will explore ways to implement or reimplement drawing as a cognitive tool for learning, reasoning, and communication within these disciplines.
This study focuses on the role of drawing as a cognitive and design tool in Onderzoek & Ontwerpen (O&O) education at the secondary school level. O&O is a project-based subject designed to introduce students to real-world practices in science and engineering by engaging them in authentic design and research challenges. Within this context, drawing has the potential to support students in visualizing ideas, reasoning through problems, and communicating solutions. However, the use of drawing within O&O varies significantly between schools, with some integrating sketching as a key design method and others relying primarily on digital tools or written communication. The following research question has been set up to explore the importance of drawing and its influence on learning and design outcomes: What role does drawing play as a cognitive and design tool in O&O education, and how can it be effectively implemented to support learning, reasoning, and communication in science and engineering contexts?
Bicycle owners don’t care for their bikes because they are valued purely for their functionality and because it is easy to get cheap replacements.
In order to increase retention, it is essential to keep the value of the bike high before repair is needed. We could focus on repair, but people don’t feel motivated to repair things that they don’t care about.
Therefore, we should design for emotional value through product attachment. Within the field of Design-for-DIY, this can be achieved through maintenance and making. I propose that in both cases, the pleasure of the process is a determining factor. Maintenance and making only lead to product attachment when it is pleasurable. Repair was found to be inherently unpleasurable for laymen because of its unpredictability, while the making process can be controlled by the designer to adjust to the skill level of the maker.
This project combines the benefits of making with those of maintenance by providing a way to replace broken bike parts with DIY alternatives. In this way, the self-made parts will make the bike more unique and lead to emotional value in the form of product attachment. Maintenance can simultaneously lead to social value, because the result becomes visible. And finally, the concept shows the potential to increase repair confidence for future repairs.
The concept: UpKeep bicycles
The final concept is an open source family of eight bicycle parts focused on reducing the feeling of degradation of the bike. Contrary to DIY project this concept highlights the importance of making together to build confidence and to create a pleasurable experience.
Therefore, the concept should be hosted in bike stores, makerspaces and bicycle kitchens around the Netherlands. To create awareness, a website was made with all the relevant resources. Customers can use it to find a workshop nearby, and it also provides a platform for workshop hosts and the rest of the community to share ideas and continue development of the bicycle parts after this project.
The project creates a starting point for future development by providing insights about creating pleasure in the making process, summarised in a set of guidelines for the community.
Three parts were prototyped (fender, bell and chain guard) during this project, showing the feasibility of making bicycle parts that are of similar quality to industrially produced ones. A workshop was designed around making a chain guard that was tested with 7 participants. The workshop was found to be highly pleasurable and led to an increase in bicycle attachment, and repair confidence. Showing the potential for this concept to increase bicycle retention.
...
Bicycle owners don’t care for their bikes because they are valued purely for their functionality and because it is easy to get cheap replacements.
In order to increase retention, it is essential to keep the value of the bike high before repair is needed. We could focus on repair, but people don’t feel motivated to repair things that they don’t care about.
Therefore, we should design for emotional value through product attachment. Within the field of Design-for-DIY, this can be achieved through maintenance and making. I propose that in both cases, the pleasure of the process is a determining factor. Maintenance and making only lead to product attachment when it is pleasurable. Repair was found to be inherently unpleasurable for laymen because of its unpredictability, while the making process can be controlled by the designer to adjust to the skill level of the maker.
This project combines the benefits of making with those of maintenance by providing a way to replace broken bike parts with DIY alternatives. In this way, the self-made parts will make the bike more unique and lead to emotional value in the form of product attachment. Maintenance can simultaneously lead to social value, because the result becomes visible. And finally, the concept shows the potential to increase repair confidence for future repairs.
The concept: UpKeep bicycles
The final concept is an open source family of eight bicycle parts focused on reducing the feeling of degradation of the bike. Contrary to DIY project this concept highlights the importance of making together to build confidence and to create a pleasurable experience.
Therefore, the concept should be hosted in bike stores, makerspaces and bicycle kitchens around the Netherlands. To create awareness, a website was made with all the relevant resources. Customers can use it to find a workshop nearby, and it also provides a platform for workshop hosts and the rest of the community to share ideas and continue development of the bicycle parts after this project.
The project creates a starting point for future development by providing insights about creating pleasure in the making process, summarised in a set of guidelines for the community.
Three parts were prototyped (fender, bell and chain guard) during this project, showing the feasibility of making bicycle parts that are of similar quality to industrially produced ones. A workshop was designed around making a chain guard that was tested with 7 participants. The workshop was found to be highly pleasurable and led to an increase in bicycle attachment, and repair confidence. Showing the potential for this concept to increase bicycle retention.
Ignite
Stimulating Creative Confidence in Teenagers in Dutch High Schools
Through literature research and generative and co-creation sessions with students, the project identified that creative confidence is not a fixed talent but develops through active “mastery experiences”.
However, a dual barrier exists in education. Students face a high structural and psychological “Activation Threshold” driven by performance pressure, fear of failure, and a lack of autonomy, which prevents them from engaging in creative tasks.
Simultaneously, teachers face a “Creativity Gap” they recognize the value of creativity but lack the preparation time and practical tools to confidently facilitate it.
To address this, the design goal shifted from teaching creativity as a theoretical skill to creating low-threshold experiences where ‘doing’ precedes ‘believing’, allowing students to safely enter a self-reinforcing “Creative Confidence Loop”.
The resulting design is the Ignite framework, a strategic, dual-layer ecosystem. The Student Experience Layer provides a continuous learning line: it starts with a Kickstart workshop to redefine creativity, is sustained by Creative Sparks (15-to-20-minute cross-curricular micro-interventions embedded in regular subjects), and is deepened through periodic Project Weeks.
Because these materials are curated and “plug-and-play,” the framework effectively removes the preparation burden for teachers. To ensure long-term cultural change, this is supported by The Fire Pit, a systemic layer providing strategic tools for school leadership and teaching teams to embed creative habits permanently.
Validation of the Creative Sparks in real-school contexts demonstrated a statistically significant increase in students’ creative resilience and proved highly feasible for teachers to implement.
Ultimately, this project illustrates that creative confidence is a dormant spark waiting for the right fuel. By simultaneously solving the teacher’s workload constraints and the student’s fear of failure, Ignite provides the necessary conditions to let that fire of creativity grow.
...
Through literature research and generative and co-creation sessions with students, the project identified that creative confidence is not a fixed talent but develops through active “mastery experiences”.
However, a dual barrier exists in education. Students face a high structural and psychological “Activation Threshold” driven by performance pressure, fear of failure, and a lack of autonomy, which prevents them from engaging in creative tasks.
Simultaneously, teachers face a “Creativity Gap” they recognize the value of creativity but lack the preparation time and practical tools to confidently facilitate it.
To address this, the design goal shifted from teaching creativity as a theoretical skill to creating low-threshold experiences where ‘doing’ precedes ‘believing’, allowing students to safely enter a self-reinforcing “Creative Confidence Loop”.
The resulting design is the Ignite framework, a strategic, dual-layer ecosystem. The Student Experience Layer provides a continuous learning line: it starts with a Kickstart workshop to redefine creativity, is sustained by Creative Sparks (15-to-20-minute cross-curricular micro-interventions embedded in regular subjects), and is deepened through periodic Project Weeks.
Because these materials are curated and “plug-and-play,” the framework effectively removes the preparation burden for teachers. To ensure long-term cultural change, this is supported by The Fire Pit, a systemic layer providing strategic tools for school leadership and teaching teams to embed creative habits permanently.
Validation of the Creative Sparks in real-school contexts demonstrated a statistically significant increase in students’ creative resilience and proved highly feasible for teachers to implement.
Ultimately, this project illustrates that creative confidence is a dormant spark waiting for the right fuel. By simultaneously solving the teacher’s workload constraints and the student’s fear of failure, Ignite provides the necessary conditions to let that fire of creativity grow.
Design of a Communication Tool to Support Inclusive Sports Participation of Children with Congenital Heart Defects
A communication system for creating and sharing personalized sports advice
The project followed a human-centered and iterative design approach. Literature research and qualitative interviews were conducted and synthesized into journey maps, from which key intervention moments were identified. These insights informed the development of design requirements and initial concept directions, which were further explored and refined through two co-creation sessions with stakeholders. Two key components were subsequently evaluated with users to gather feedback.
The findings show that communication about sports participation is fragmented, unclear, and inconsistent across healthcare and sports contexts. In consultations, sports participation is frequently addressed briefly and superficially due to time constraints, variation in counselling practices, and assumptions about the child’s preferences and needs, which may result in possible underlying uncertainties or concerns of the child not always being discussed.
Parents are generally expected to pass on information to the sports environments and want control over what is shared with whom. However, this transfer of information often occurs without a standardized structure and carries a risk that medical guidance is interpreted differently once it reaches the sports environment. As a result, sports coaches may receive information that lacks clarity. Sports coaches are responsible for providing a safe, inclusive environment, but often lack CHD-specific knowledge and practical guidance.
Taken together, these findings suggest that improving communication and understanding requires a shared and structured approach that connects healthcare and sports contexts, supports consistent information transfer, and fits within stakeholders’ existing roles and working practices. Such an approach should make needs and uncertainties explicit, and support shared understanding of what is safe and appropriate to enable more inclusive sports participation for children with CHD.
To achieve this, a concept communication tool was developed to demonstrate how this approach can be supported in practice. The final design consists of a pre-consultation questionnaire and a sports advice form, supported by a digital parent-child sports advice platform. Prior to the consultation, children complete the questionnaire via their patient-portal, which enables the cardiologist to prepare in advance and tailor discussion during the consultation. Afterwards, the cardiologist completes a sports advice form, which families will receive.
They can use the platform to add context-specific information and filter which information from the sports advice they want to share with sports coaches and distribute it through their existing communication channels.
In this way, the tool brings together relevant information from various stakeholders and supports clearer and more consistent communication between the healthcare and the sports context, while fitting within existing workflows. ...
The project followed a human-centered and iterative design approach. Literature research and qualitative interviews were conducted and synthesized into journey maps, from which key intervention moments were identified. These insights informed the development of design requirements and initial concept directions, which were further explored and refined through two co-creation sessions with stakeholders. Two key components were subsequently evaluated with users to gather feedback.
The findings show that communication about sports participation is fragmented, unclear, and inconsistent across healthcare and sports contexts. In consultations, sports participation is frequently addressed briefly and superficially due to time constraints, variation in counselling practices, and assumptions about the child’s preferences and needs, which may result in possible underlying uncertainties or concerns of the child not always being discussed.
Parents are generally expected to pass on information to the sports environments and want control over what is shared with whom. However, this transfer of information often occurs without a standardized structure and carries a risk that medical guidance is interpreted differently once it reaches the sports environment. As a result, sports coaches may receive information that lacks clarity. Sports coaches are responsible for providing a safe, inclusive environment, but often lack CHD-specific knowledge and practical guidance.
Taken together, these findings suggest that improving communication and understanding requires a shared and structured approach that connects healthcare and sports contexts, supports consistent information transfer, and fits within stakeholders’ existing roles and working practices. Such an approach should make needs and uncertainties explicit, and support shared understanding of what is safe and appropriate to enable more inclusive sports participation for children with CHD.
To achieve this, a concept communication tool was developed to demonstrate how this approach can be supported in practice. The final design consists of a pre-consultation questionnaire and a sports advice form, supported by a digital parent-child sports advice platform. Prior to the consultation, children complete the questionnaire via their patient-portal, which enables the cardiologist to prepare in advance and tailor discussion during the consultation. Afterwards, the cardiologist completes a sports advice form, which families will receive.
They can use the platform to add context-specific information and filter which information from the sports advice they want to share with sports coaches and distribute it through their existing communication channels.
In this way, the tool brings together relevant information from various stakeholders and supports clearer and more consistent communication between the healthcare and the sports context, while fitting within existing workflows.
The final outcome, VAMO, consists of modular components that can be mounted on an existing rollator and paired with a digital interface. The system provides users with real-time spatial awareness via vibration feedback, facilitating safer navigation. The project evaluates the effectiveness of the feedback system through user testing and expert reviews. While the solution is not universally applicable due to user diversity, it demonstrates the potential for inclusive design to improve quality of life and autonomy for MVIPs. The thesis contributes to the field of assistive technology by proposing a scalable and adaptable mobility aid that aligns with current trends in modularity, personalization, and accessibility. ...
The final outcome, VAMO, consists of modular components that can be mounted on an existing rollator and paired with a digital interface. The system provides users with real-time spatial awareness via vibration feedback, facilitating safer navigation. The project evaluates the effectiveness of the feedback system through user testing and expert reviews. While the solution is not universally applicable due to user diversity, it demonstrates the potential for inclusive design to improve quality of life and autonomy for MVIPs. The thesis contributes to the field of assistive technology by proposing a scalable and adaptable mobility aid that aligns with current trends in modularity, personalization, and accessibility.
Designing a naturalistic foraging device for captive ring-tailed lemurs
To stimulate natural behaviour and improve well-being
As a result, a design is introduced that focuses on purposeful locomotion to increase activity, promoting different foraging interactions, stimulating multiple senses, and giving the animals a choice on when and how to interact. At the same time, it is shaped to look like a fruit these animals would eat in nature, and its placement increases the time lemurs spend close to the visitors
Multiple rounds of prototyping and tests with the ring-tailed lemurs in Rotterdam Zoo have been done to refine the concept and to assess its effectiveness. These test results seem promising, as lemurs interacted many times with the prototypes. The effectiveness of the final designed system and its long-term efficacy needs to be assessed in the future.
The final design consists of multiple wirelessly (un)lockable pods filled with food and connected to a scent machine. A number of these are unlocked at a time and a scent cue is given, prompting the lemurs to go investigate. Unlocked pods stay attached to their base using magnets, thus lemurs need to interact with both locked and unlocked pods to figure out which can be detached. This feeding system is an addition to the lemurs’ normal feeding regiment, as a result they are stimulated and engaged more than before. ...
As a result, a design is introduced that focuses on purposeful locomotion to increase activity, promoting different foraging interactions, stimulating multiple senses, and giving the animals a choice on when and how to interact. At the same time, it is shaped to look like a fruit these animals would eat in nature, and its placement increases the time lemurs spend close to the visitors
Multiple rounds of prototyping and tests with the ring-tailed lemurs in Rotterdam Zoo have been done to refine the concept and to assess its effectiveness. These test results seem promising, as lemurs interacted many times with the prototypes. The effectiveness of the final designed system and its long-term efficacy needs to be assessed in the future.
The final design consists of multiple wirelessly (un)lockable pods filled with food and connected to a scent machine. A number of these are unlocked at a time and a scent cue is given, prompting the lemurs to go investigate. Unlocked pods stay attached to their base using magnets, thus lemurs need to interact with both locked and unlocked pods to figure out which can be detached. This feeding system is an addition to the lemurs’ normal feeding regiment, as a result they are stimulated and engaged more than before.
Why hide it?
Reimagining the role of urban edge computing in an AI-inspired, human-embodied manner
The project consisted of two major parts: the Discover and Design phases. In the Discover phase, research activities pertaining to the original project brief led to reframing it into a problem and vision statements. Initial research also included an analysis of internal hardware, product interaction, and client brand identity, resulting in a comprehensive list of preliminary performance and aesthetics requirements. The project then moved into the Design phase, which consisted of two main design moments. The first moment focused on defining the macro form factor that would create a timeless design that reflects the identified brand identity. Perhaps the most distinctive element of the search for the desired macro form factor was its co-creation with the generative AI tool, MidJourney. The first moment resulted in down-selecting an inspiration image for the desired macro form factor aesthetic. During the second and final design moment, the shape from an inspiration image was put against various requirements and feasibility constraints to detail it and turn it into a Hiro EMDC. The result, consisting of a concept board and the CAD model, presents the first embodiment and iteration of the Hiro EMDC enclosure concept, accounting for its aesthetical and functional aspects respectively. ...
The project consisted of two major parts: the Discover and Design phases. In the Discover phase, research activities pertaining to the original project brief led to reframing it into a problem and vision statements. Initial research also included an analysis of internal hardware, product interaction, and client brand identity, resulting in a comprehensive list of preliminary performance and aesthetics requirements. The project then moved into the Design phase, which consisted of two main design moments. The first moment focused on defining the macro form factor that would create a timeless design that reflects the identified brand identity. Perhaps the most distinctive element of the search for the desired macro form factor was its co-creation with the generative AI tool, MidJourney. The first moment resulted in down-selecting an inspiration image for the desired macro form factor aesthetic. During the second and final design moment, the shape from an inspiration image was put against various requirements and feasibility constraints to detail it and turn it into a Hiro EMDC. The result, consisting of a concept board and the CAD model, presents the first embodiment and iteration of the Hiro EMDC enclosure concept, accounting for its aesthetical and functional aspects respectively.
Towards a Plant-Based plate of the Future
Designing an Intervention to Stimulate Young Adults in creating Plant-Based Recipes within the Supermarket Context
Flevo Campus, a knowledge institute focused on urban food issue, is involved in this transition. At the start of 2024, they published a Whitepaper on the potential of beans in this shift. Beans have sparked this thesis and moved the design context into the supermarket. Initially centered on incorporating beans into evening meals, the scope expanded to creating in-store plant-based meal options. This change was prompted by consumer feedback indicating a desire for a diverse range of plant-based proteins in their recipes instead of focussing on beans.
Supermarkets play a significant role in shaping dietary habits, as nearly 75% of food consumed in the Netherlands is purchased from them. This creates an opportunity to influence people’s eating habits. Young adults, who are more open to dietary changes, often shop for their evening meal after a busy day at work and enter supermarkets unprepared. In these situations, their biospheric values are overshadowed by the need for convenience.
The ultimate goal of this project is to design an intervention that causes dietary behaviour change and accelerates the protein transition through the design statement:
“To stimulate young adults to choose plant-based meals, we want them to feel eased and inspired by providing convenient and appealing recipe suggestions that make plant-based choices effortless and enjoyable.”
To develop an effective design intervention, the project began with research into the protein transition, behaviour change theories for young adults and the influence of the supermarket contexts on decision making. Insights from literature and field research were used to create a storyboard and persona, addressing the core dilemma of “What’s for dinner tonight?” when entering the supermarket. This is precisely that moment the protein screen intervenes.
The protein screen is a product service systems with an interactive screen placed just beyond the gates of the supermarket. The visitor is presented with three questions, which they could answer by tapping on the screen. Based on their responses, the visitor receives plant-based recipes recommendations and finds a recipe match. By scanning QR code, the user recieves the grocery list and recipe on their phone. Within one minute, the user can start filling their shopping cart with ingredients for a personalised and tasty plant-based meal. This system boosts plant-based product sales, supporting the supermarket’s sustainability goals and generates valuable consumer data.
The concept was tested with a Minimum Viable Product (MVP) in a supermarket as depicted on the image below, yielding feedback from the target audience and stakeholders. Flevo Campus responded positively and expressed interest in further development. Additional steps in collaboration with other stakeholders need to be taken regarding the (financial) feasibility of the project.
This project contains an in-depth case study that
illustrates how behaviour change theory can be applied in the supermarket context, providing an intervention that channels consumer choices towards plant-based options and offering recommendations for future development.
...
Flevo Campus, a knowledge institute focused on urban food issue, is involved in this transition. At the start of 2024, they published a Whitepaper on the potential of beans in this shift. Beans have sparked this thesis and moved the design context into the supermarket. Initially centered on incorporating beans into evening meals, the scope expanded to creating in-store plant-based meal options. This change was prompted by consumer feedback indicating a desire for a diverse range of plant-based proteins in their recipes instead of focussing on beans.
Supermarkets play a significant role in shaping dietary habits, as nearly 75% of food consumed in the Netherlands is purchased from them. This creates an opportunity to influence people’s eating habits. Young adults, who are more open to dietary changes, often shop for their evening meal after a busy day at work and enter supermarkets unprepared. In these situations, their biospheric values are overshadowed by the need for convenience.
The ultimate goal of this project is to design an intervention that causes dietary behaviour change and accelerates the protein transition through the design statement:
“To stimulate young adults to choose plant-based meals, we want them to feel eased and inspired by providing convenient and appealing recipe suggestions that make plant-based choices effortless and enjoyable.”
To develop an effective design intervention, the project began with research into the protein transition, behaviour change theories for young adults and the influence of the supermarket contexts on decision making. Insights from literature and field research were used to create a storyboard and persona, addressing the core dilemma of “What’s for dinner tonight?” when entering the supermarket. This is precisely that moment the protein screen intervenes.
The protein screen is a product service systems with an interactive screen placed just beyond the gates of the supermarket. The visitor is presented with three questions, which they could answer by tapping on the screen. Based on their responses, the visitor receives plant-based recipes recommendations and finds a recipe match. By scanning QR code, the user recieves the grocery list and recipe on their phone. Within one minute, the user can start filling their shopping cart with ingredients for a personalised and tasty plant-based meal. This system boosts plant-based product sales, supporting the supermarket’s sustainability goals and generates valuable consumer data.
The concept was tested with a Minimum Viable Product (MVP) in a supermarket as depicted on the image below, yielding feedback from the target audience and stakeholders. Flevo Campus responded positively and expressed interest in further development. Additional steps in collaboration with other stakeholders need to be taken regarding the (financial) feasibility of the project.
This project contains an in-depth case study that
illustrates how behaviour change theory can be applied in the supermarket context, providing an intervention that channels consumer choices towards plant-based options and offering recommendations for future development.
...