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A.P.O.S. Vermeeren

41 records found

This project addresses a critical gap in public understanding: while many museum visitors are aware of environmental challenges, they often lack a deep comprehension of the biodiversity crisis and their personal role in mitigating it. To bridge this gap, this thesis focuses on de ...
Using a multi-method approach, combining observation, cultural probes, context mapping, and auto-ethnography, this research reveals that individuals with sensory processing sensitivity (SPS) aspire to participate in society, although the fear of overstimulation often leads them t ...
The TU Delft Science Centre is currently renewing its programming, including the development of new workshops for children aged 8 to 12 years, named Techniek Studio. The Science Centre’s main goal is to create fun experiences that spark a lasting interest in technology and innova ...

Echoes of Sand

An interactive exhibit to raise awareness of and stimulate reflection on physical mortality

This graduation thesis presents the design concept Echoes of Sand, and the design process to achieve it. For this work the design goal was to ‘Design an interactive experience, as an introduction at Museum Tot Zover’s entrance corridor, to make adult visitors aware of their ...

Connecting Schiedam's elderly through heritage

A programme for Stedelijk Museum Schiedam

As the Dutch population ages, a growing number of elderly are experiencing loneliness and social isolation. Loneliness has far-reaching impacts, contributing to mental health issues such as depression and anxiety, as well as physical health problems like sleep issues. It is vital ...
We humans have drastically changed the world in the last few centuries. We have upset the balance of nature. Humanity is forgetting that we are part of nature and dependent on the earth's resources. Our take-make-dispose mindset needs to change.

Biomimicry may be a solu ...

In Praise of the Future

Using Speculative Design to Create an Experience that Lets People Reflect Critically

This project, in collaboration with Rotterdam Public Library (RPL), focuses on the renewal of the Erasmus Experience, aiming to engage citizens of Rotterdam with the values of Desiderius Erasmus. Despite Erasmus's historical significance and RPL housing the largest collection of ...
Currently, biodiversity is under worldwide pressure. The organization Naturalis Biodiversity Centre wants to discover ways to address the biodiversity crisis in their museum.

For the design process, the double diamond method is applied. Through desk research and intervi ...

Designers of the Future

Engaging children in speculation through museum experiences

Nowadays, children are growing up in a highly unstable world. In our popular, shared narrative, ‘the future’ seems to have become a synonym for socioeconomic crisis and environmental disaster. In the hugely globalized and intercommunicated reality we live in, this is a story tha ...
The increasing ease of mobility is progressively diluting the traditional notion of monolithic national populations confined within single countries, thereby fostering the evolution towards more diverse and multicultural societies. If we look back to the 1960s, there was a signif ...

Pedalling towards sustainable urban mobility

Design of an interactive exhibit to inspire visitor's attitude transformation

Environmentalists recently attracted a lot of international attention with controversial actions, including throwing food against famous paintings in art museums. Which is worth more, art or life? The fragility of art is similar to the fragility of the earth itself. But as quickl ...

The Great Kenya Eco Challenge

A play-based exhibit on sustainable awareness for the Green Kids' Museum

The aim of this graduation project was to design a play-based exhibit piece for the Green Kids' Museum in Kenya with the objective to raise awareness of biodiversity and ecosystems in a playful manner.

Global climate is changing at rapid speed, resulting in a loss of bi ...

ARchive

Elevating the museum archive experience through the power of Augmented Reality

Museums are places where the objects displayed are on a pedestal, often quite literally. These objects are found to be of such importance to be selected and displayed for thousands of people, tourists or purists, to see.
This experience of visiting an institution, viewing an ...
This report describes the process of designing a shared family experience for Kunstmuseum Den Haag that encourages visitors to explore and discuss the personal art experience together.

Kunstmuseum Den Haag is an art museum with a large variation of art pieces. They would ...

Making Intangible Cultural Heritage (ICH) revelant to the Youth

Guiding identity development in young adults through ICH exploration

This report journeys through the research and design processes, activities and outcomes of the project that brings young adults closer to their intangible heritage and cultural identity. Intangible cultural heritage (or ICH) being at the core of this project, is a fairly new and ...

Meet Van Gogh in the City

Designing an Interactive Art Experience with Mixed Reality

The project aims at designing an engaging art experience outside the Van Gogh Museum (VGM) for young people. The experience should achieve the design goal of triggering young people’s interest in Van Gogh and his art through experiencing the connections between his personal stori ...

BLUE MIRROR

A Portable Escape Experience for Sustainability Empowerment

This project is a collaboration between TUDelft and Sherlocked, one of the stakeholders of BLUE MIRROR. The aim of this project is bringing knowledge and fun together in a sustainability themed portable escape room experience. During the Research phases, the current market of ava ...

Triggering Museum Visits

Part 1: Combination of two frameworks Triggering museum visits based on visitor roles Part 2: Design Case Initiating Interest in the topic of National Socialism in teenagers

This thesis investigates triggers, introduced in Relevance by Play, as promises of relevance leading to a museum visit. It follows two major goals. Based on these, it is divided in two parts. In the fist part, the Relevance by Play (Vermeeren and Calvi, 2019) framework and the m ...
The overall museum experience consists of the visiting experience and shopping experience. Visiting experience is normally the focus of the museum, however, the shopping experience is often ignored. This leads to that the shopping experience is separate from the overall experienc ...
Accenture Liquid Studio (LS) as a technological innovation consultant company presents their technical capabilities by demo showcases for promoting business opportunities. Demo Theme Park is the collection of all their demo showcases. It locates in LS Utrecht office as a company ...