JH

J.W. Hoftijzer

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An implementation plan for O&O education

Leonardo da Vinci was one of the most important and influential scientists and engineers of all time. He explored a wide range of ideas, including flying machines, anatomical systems, hydraulics, and mechanical designs. He combined art, science, and engineering to better understand how nature and technology work. Drawing was one of his most important methods for developing and communicating his ideas. Notably, he was not the only scientist to rely on this method. Nikola Tesla, Isambard Kingdom Brunel, and Robert Hooke were all influential scientists and engineers who used drawings to communicate their inventions and discoveries.

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design (CAD) software allow students to design new inventions, making simple paper-and-pencil sketches seem outdated or less reliable.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?
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Master thesis (2026) - J.P. Alofs, J.W. Hoftijzer, F.P. Wilbers
This design project was conducted to explore the potential of Design-for-DIY to support product retention of city bikes in the Netherlands. The current situation poses an unsustainable relationship with bicycles, where they are left to decay until they hold no functional value anymore.

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.
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Stimulating Creative Confidence in Teenagers in Dutch High Schools

Master thesis (2026) - A.C.B. Klok, J.W. Hoftijzer, M. Gonçalves
This graduation project explores how to stimulate creative confidence among Dutch high school students aged 12 to 18. While creativity is widely recognized as an essential 21st-century skill, secondary education often lacks the time, structure, and safe environments necessary to foster it.

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.
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Master thesis (2026) - F.C.M. Pel, J.W. Hoftijzer, K.R. Boltjes, R.S.C. Meuldijk
Physical activity and sports participation are important for children’s physical and social development, including children with congenital heart disease (CHD). Although many children with CHD are medically able to participate, participation in practice is often hindered by uncertainty about what is safe and appropriate. This uncertainty is partly related to how information on sports participation is communicated between healthcare professionals, parents, sports coaches, and children. This graduation project, therefore, investigated the needs of stakeholders and designed a tool to improve communication and understanding around sports participation, to support accessible and inclusive participation in organized sports activities for children with CHD.

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. ...
Master thesis (2025) - K.R.I. Borremans, J.W. Hoftijzer, V.A. Vijsma
This thesis explores the development of a product-service system that supports independent mobility for individuals with both visual and mobility impairments (MVIPs). These individuals face unique challenges, as existing mobility aids do not adequately address the combined limitations of impaired vision and restricted physical movement. The project aims to bridge this gap by integrating environmental sensing and tactile feedback technologies into a rollator-based system. The design approach follows a human-centered and iterative process, combining desktop research, stakeholder interviews, user testing, and prototyping.

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. ...

To stimulate natural behaviour and improve well-being

Master thesis (2025) - J.C. de Ruijter, Govert Flint, J.W. Hoftijzer, Stephan Lugthart
This report highlights the steps taken to design a foraging device that engages captive ring-tailed lemurs in a natural way. After identifying the stakeholders and their requirement, research into ringtailed lemurs’ natural and captive situation is done with the goal of identifying opportunities for design to enhance the lemurs’ welfare in captivity. At the same time, it also aims to improve zoo visitors experience.

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. ...

Reimagining the role of urban edge computing in an AI-inspired, human-embodied manner

Master thesis (2024) - A. Pozniak, J.W. Hoftijzer, M. Sypesteyn, Fred Buining
The title of this graduation thesis, “Why hide it? Reimagining the role of urban edge computing in an AI-inspired, human-embodied manner,” reflects the main focus points and results of this project. The client, HiroEdgeMicroDataCenters B.V. develops software and hardware solutions for edge micro data centers (abbreviated EMDC), came in with a speculative idea of rethinking the role of edge infrastructure in the environments they are placed in. Current technical infrastructure contributes to visual ‘pollution’ reinforcing discomfort and stress. The public is calling for alternative solutions to integrate technical infrastructure, focusing on enhancing the aesthetics and functional aspects of community environments. This call is timely and pressing as various technological developments necessitate large-scale introduction of edge equipment into data-generating hotspots, such as city centers. Hiro was in search of a timeless EMDC enclosure design that would not be perceived as visually disturbing technical pollution, but rather enhance the aesthetics and appeal of buildings and public spaces they are placed in while also serving as a statement of their brand identity.

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. ...

Designing an Intervention to Stimulate Young Adults in creating Plant-Based Recipes within the Supermarket Context

Our current food system causes numerous problems beyond our plates, placing pressure on our planet. The most efficient way to reduce the pressure of our food on the planet is by consuming fewer animal proteins and more plant-based proteins (United Nations, z.d.) This transition known as the protein transition requires widespread behavioural changes among consumers.

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.









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As one of the most popular musical instruments, drum kits' design has not changed a lot since it first emerged. However, the product contains some problems which significantly affect user experience. Not to improve the design, this project aims to dig deeper into the world of drum kit and drummers to identify their emotional values and related functional needs, hence to find new design possibilities for this classic musical instrument. Trend research, user research, and market research were conducted. The result was finalized into the fundamental emotion and related functional needs. The design vision was established, and the design was completed. The final design – Collector, is a conceptual drum kit with a new design language, which allows drummers to create their own sound library and is flexible to use in different scenarios. The design was evaluated with real drummers and was proved to be both practical and attractive. The concept shows enormous potential to be further developed into a commercial product. ...
Picnic is an online supermarket currently operational in the Netherlands and Germany. Groceries are ordered from an app and delivered to the customer using a last-mile delivery vehicle. This last-mile delivery vehicle is currently used for densely populated cities and works well enough to support the current number of deliveries. However, this specific current last-mile delivery vehicle can not access all households in the Netherlands. This is because its speed is limited to 50 km/h and can only carry a limited amount of cargo. In order to expand and reach new households, Picnic is looking for a new last-mile delivery vehicle. Having started a joint venture with VDL and TNO, Picnic is looking to design and build their very own last-mile delivery vehicle that is purpose built for their needs. They are looking to become bigger, faster and stronger on the roads. Increasing the vehicle speed to 80 km/h and carrying more cargo allows them to reach the households that are currently out of the geographic scope. Having a vehicle that can reach those extra households would significantly increase their customerbase and consequently market share in the supermarket space. With the opportunity to build a purpose specific vehicle, they also have the opportunity to control the aesthetic of the vehicle. Picnic relies heavily on their brand image and identity as a means of differentiation from their competitors. Therefore translating their brand assets to the vehicle will give them a stronger brand presence in the consumer environment. Having identified the raison d’etre of the vehicle, reaching new households in less densely populated areas, research was carried out to find different design cues and assets that could be leveraged in the exterior design of the new vehicle. The result of this was that the new vehicle had to look quirky, friendly and electric. Accompanying these terms was a design vision also derived through research and in talking to the relevant stakeholders. “Design a next generation company icon, to remain a local hero”. Using this input, the sketchphase was conducted with a funnel approach. Creating a broad spectrum of different designs and options that were in accordance with the design vision and form language derived from the research. Through method of elimination with the input from the different stakeholders, the sketchphase reached a point of maturity, which consequently yielded a final design. This final design satisfied all the requirements derived from the research and embodied the Picnic aesthetic while remaining functional for the runners. This final design was thereafter iterated once more and presented using renders from a CAD model along with detailed renders of key features and elements of the design. That is the final phase of the project and the culmination of the efforts documented in this report. Further recommendations are also included at the end of this report. They aim to develop the sophistication of the design to the point that it is ready for VDL and TNO to create a proposal for the next steps required to take the design to a first prototype. ...
Master thesis (2018) - Nicholas Schaffers, Arjen Jansen, Jan Willem Hoftijzer, Koopmans Sietse
The Dutch yacht builder Zeelander Yachts is working on a new brand Dutchcraft wherefore they want to follow the transition from combustion drive-trains to electric drive-trains by creating a 25-feet electric tender. The company never built a tender or electric tender before. Causing, that the company has no knowledge about electric drive-trains or tenders. The objective of this master project is to analyze the opportunities and challenges that are involved with the introduction of the electric drive-train for a tender, in order to know how the company Dutchcraft can enter the market successfully and which unique user benefits they can focus on. To address the objective of this master project a research by design approach is performed. It starts with an internal and an external analysis that resulted in a design direction. From there, ideas were created and converged into a conceptual proposal that was further elaborated to show the feasibility of the proposal. Concluding from the research, the transition to an electric drive-train for a tender creates new opportunities which Dutchcraft can use to enter the market successfully. The most important transition resulting from this project is the transformation of the shape of the deck which is due to the different electric drive-train configurations. This transformation was also achieved for a 25-feet Dutchcraft and created an entire flat and empty deck. This allows the users to customize their tender for the proposes they desire. It is recommended that Dutchcraft focuses offering a multi-purpose electric tender which is also able to support land activities. The design of the interior of tender should have a more luxurious look and feel than their current Dutchcraft 50 model but still match the exterior design. Because Dutchcraft never composed electric drive-train, it is recommended to use the complete package of Piktronik.
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