anahí bagú | portfolio 2011
01. ikeniemand 02. social media toolkit 03. out of order 04. wrist-worn UI 05. yellow-sticker mural day about
anahĂ bagĂş | portfolio
01. ikeniemand (me & anyone)
Project Brief > Improve [conference] registration processes to be less annoying, smooth and reliable, from online procedures to on-site practices. The design should be adaptable for various occasions and contexts, and facilitate event organizers to provide a smooth experience for their visitors at all times. School Project > Integral Design Project course for Mediamatic Lab-Amsterdam Mediamatic Lab is social media agency. Their main goal is to connect people in real life by: 1. building interest-based online social networks 2. deploying playful new media installations at events to encourage social interaction and networking Supervisors > Dr. Wolf Y. Song, Ir. Ruud van Heur Date > February 2010, Delft Term > 5 months Team members > Alazne Alberdi, David Derksen, Rob Neutel, Connie Yeh, Alex Zakkas My responsibilities > Context research setup and analysis, video prototyping (sketching), user test setup and analysis for concepts, interface prototype building
anahĂ bagĂş | portfolio
ik
ndu
ctor
ty nti
ide
eth
ics ce addic antion m r rfo
n
atio
c edu
vir tu
on
al
(me)
addicti
sic
ďŹ lm
music
(anyone)
g
din
n bra
planning & anticipation
waiting in line
express personal identity through themes of interest
event
from online communities to networking events focus on the on-site registration procedure
post-event
y
log
bio
catalyze meetings based on common interests link online to ofine, virtual to real
ty
nti
ide
iemand
pe
mu
ra
ope
ism
y sit
y sit
i-co
tiv
io
io
sem
ism
r cu
r cu
tiv
ac
soap
o
ac
ďŹ lm
yc
log
ana
ps
design goals
do I know you?
welcome
NOBODY
!
?
build online communities around events fun, personal and informal registration
communicate in human language
Concept sketch videos can be found online: do I know you?
welcome
stimulate participation
Do something
» » » » » » » » » » » » »
casino: http://vimeo.com/8039160 the oracle: http://vimeo.com/7662860 curiosity wall: http://vimeo.com/7662821 light lounge: http://vimeo.com/7662754 choose your own registration: http://vimeo.com/7662670 à la airport: http://vimeo.com/7662635 personal object tag: http://vimeo.com/7662579 personalized badge: http://vimeo.com/7662540 surprise box: http://vimeo.com/7662478 network visualization: http://vimeo.com/7662414 identity collage: http://vimeo.com/7662382 registration map: http://vimeo.com/7662323 guess my flavor: http://vimeo.com/7646154
anahí bagú | portfolio
1
“Welcome”
registration walkthrough A walkthrough video is available online: http://vimeo.com/11419493
4
5 “When confirmed, your name will appear on the screen”
“While I confirm your registration, you can customize your badge”
8
Charlotte is new here
9
Contacts who are here
film
activism analog
biology
• photo booth • link to online profile through ikTag • optical recognition of keywords
Print your photo
• print option • contacts who are ‘here’ • new tags with keywords • suggested people to meet
“Please, write your name on the badge and join a desk”
2
3
• keyword stickers • RFID readers • names display • laptop • 4 sides/4 visitors
6
7 “You are now registered, enjoy the event”
“You can ‘pick it up’ by swiping your badge”
…to the iKenCam
10
• map & program of the event networking installations
11
• new contacts
anahí bagú | portfolio
“I guess it took
The clock says: avera
Context research: PICNIC ‘09 • boring waits • “wet blanket” first impression • disconnection between badge and installations • insufficient communication of online community
“nice to see how different each one’s badge became, it shows something about that person” Facilitator says: “use the stickers with keywords to customize your badge”
Facilitator: “too many tasks to take care of simultaneously” The host says: “I’ll take part of the load”
2 user tests / 12 participants each • simulated a networking event/co • gave away as little clues possib • observed behavior and system • guided group discussions
Context research video recordings
» Picnic ‘09 Day 1: http://vim » Picnic ‘09 Day 2: http://vim » Picnic ‘09 Day 3: http://vim
User tests video recordings are av » http://vimeo.com/11422999
* Quotes from user test sessions
about 5 minutes?”
context research & user test sessions
age duration 1’40”
“both desks were occupied so I waited for my turn” Host says: “please join that group”
“so what’s that online community all about?” iKenCam says: “suggested people to meet”
onference ble flow
s are available online:
meo.com/6831940 meo.com/6840586 meo.com/6857299
vailable online:
• people queue by default • people like stickers and markers • the subjective perception of time matters more than the clock • the facilitator is also human • link to online is introduced but still unclear
anahí bagú | portfolio
02. social media toolkit Project Brief > Create a social media framework that gives structure and meaning to the different involvement relationships between companies and customers. Every company or brand has a set of unique characteristics, according to them an appropriate Social Media approach should be designed. This means that the goal is not for every company to achieve involvement level 5 (see framework section), but to determine the right Social Media “ingredients” for its own personality. School Project > MSc. Degree (final) Project for Fabrique [merken, design & interactie] Supervisors > Dr. Ir. Arnold Vermeeren, Dr. Ingrid Mulder Company Mentor > Jeroen van Geel Date > September 2010, Delft Term > 7 months
anahí bagú | portfolio
final design The Social Media toolkit was created as a way to help Fabrique’s designers show and explain to businesses the many different possible applications of Social Media. It is also meant as a discussion instrument to help companies determine what they can achieve with the use of Social Media. The final toolkit concept consists of a series of five independent booklets, one for each proosed level of involvement, binded together in a container box. Each level is organized in the following way: aset of 5 opening questions; short definition of the level and involvement diagram; checklist of attributes and recommended actions; description of the 3 main attributes for the level; 4 Social Media case studies; implementation suggestions; and, a notes section.
framework building & idea exploration Card Deck A set of cards was developed using the different elements of the framework’s building blocks. Each card showed one possible “ingredient”. Examples, attributes, trends had the same hierarchy. Cards where good to show examples and begin a conversation, but not to establish a starting point for designing.
Snakes & Ladders Snakes and ladders board game was used as an analogy and starting point to provide structure. First, by establishing a linear ascending order with the information the deck of cards already provided; and second, by finding connections, positive (ladders) and negative (snakes), within this order.
Choose Your Own Social Media Adventure A third idea consisted of a booklet, which used the structure from the Snakes and Ladders game, but hat enabled the reader to select between different outcomes at certain preselected points. These back or forward jumps show the many possible connections between the different elements of the framework.
anahí bagú | portfolio
toolkit in use Procedure: 1- Evaluate the current Social Media situation of the client by asking the provided opening questions, starting from level 1 onwards. If the company is already performing some of those tasks move forward to the next level 2- Show the examples and discuss whether the company would like something similar or not. Make reference of their attributes, pros and cons 3- Use the checklist to keep track of the characteristics the company is interested in. 4- Select and summarize the main characteristics the application could have During the tests Fabrique’s desginers received the toolkit enthusiastically, referring to it as being very inspiring by showing the many possibilities Social Media applications can have. Also during the test sessions, new application ideas, for some of Fabrique’s clients, started to arise.
User test #1: providing
User test #2: role playing
User test #1: providing
g structure
g structure
anahĂ bagĂş | portfolio
underlaying framework
1 2 3
Lay a Foundation
Reach Out
Be You
Attributes: Awareness, Reward, Location-Based Services Actions: Observe/Monitor, Use Available Tools Examples: Worldcup Replay, #BeatCancer, IKEAfans, Starbucks Barista Badge
Attributes: Tone of Voice, Employees Power, Real-Time Response Actions: Support, Give Answers Examples: MAC Cosmetics, Twelpforce, Ryanair, Jetblue
Attributes: Reputation, Curate Content Actions: Approach Bran Clear Public Voice Examples: Nokia Conve Virgin America, Domino’
The first step in switching from a traditional marketing approach to a communication relationship with customers based on Social Media. It sets up the basis for the level of involvement between companies and customers to grow. Some of the successful properties of traditional marketing have been transferred to Social Media, such as giving rewards.
Businesses ‘Reach Out’ when they start engaging in conversation with customers, by providing support and answers in Real-Time via Social Media channels. Communication starts to become a dialogue, but still very primitive. Support also comes from other users, so companies should monitor what is being said about them.
Companies and brands m personality, ‘be themsel powerful characteristics possibility of companies tributes, such as funny, r
Communication is one way, mainly from brand to consumer. There is no dialogue or exchange of information; as it still relies in some forms of broadcasting. Business should monitor what customers are saying about them in the main social media applications (e.g. Facebook, Twitter).
Companies start to define the tone of voice they want to have with their customers. For this purpose businesses should acknowledge that employees are also part of the brand’s image, and should be taken into account. People need to trust the brand in order to be able to get more involved with it in the future.
If the brand has an intere people will feel identific another person. For this determine who is the pu pany and how it should b
Awareness and taking ca tation in online media is
3 4 5
urself
Personality,
Be Open
Find Balance
ersations, Zappos, ’s Pizza
Attributes: Make Fun of Yourself, Community Building, Provide Challenges Actions: Allow Customer Participation, Create Dedicated Websites Examples: Compare the Meerkat, Old Spice, Zappos, Whopper Sacrifice
Attributes: Product Ecosystems, Communication Synchrony, Crowdsourcing Actions: Apply Customer Suggestions, Give Users Control Over Brand Reputation Examples: My Starbucks Idea, Threadless, Nike+, Nokia: Design by Community
must have their own lves’. One of the most of Social Media is the s having human atreliable, efficient, etc.
People like to be heard and to participate in all kind of activities. To build a strong community it is necessary to bring people together, this can be achieved by providing challenges on how can a brand be improved.
As communication switches from just a broadcast to a real dialogue, it is important for companies to ‘Find balance’. Communication should go both ways between customers and companies it keep going on continuously.
esting personality, cation with it, as if it was it is necessary to ublic voice of the combehave.
Social media allows new ways to reach people. But to obtain real results brands have to be open to let go and experiment with it. Some results might be successful and while others maybe not so much.
Using customers suggestions and allowing them participate in shaping the brand’s reputation is a good way to achieve a high level of involvement. However a brand should be truly open to share control over its reputation with users.
nd’s Influencers, Have a
are of the brand’s repus also essential.
The more a company wants and asks from its customers, the more it also has to give it self. Requesting a high level of involvement requires and demands a similar level of involvement.
anahí bagú | portfolio
03. out of order Project Brief > Reinventing the jukebox experience School Project > Interactive Technology Design course for SCF Consorzio Fonografici Supervisors > Dr. Walter A. Aprile, Ir. Aadjan van der Helm Date > July 2009, Delft Term > 5 months Team members> Mart Hooghout, Anouk Linders, Lara Moreno Solar, Nathalie Stembert, Anneleen Vanhoud My responsibilities > Bodystorming prototype, building and testing, during all project iterations
anahĂ bagĂş | portfolio
concept: get inside the jukebox
A Jukebox concept where, in con not surround the music source b concept is based on the direct fe are listening to.
It is meant to be a portable space tions, festivals, concerts, etc.) co creates the environment and a ce Visualization: jukebok installation inside
Music will be playing constant moment of a song, indicated the strings in order to expre the strings are stroked upw the song and therefore v downwards, users exp will go down. If the v will automatically p
Users will be ab musical prefe the lights un the chang projecte
A vid Visualization: jukebok installation outside
http
ntrast with a traditional jukebox, people do but music surrounds them. Furthermore, this eedback of the users about the music their
Projection Dome
Perspective
Interactive space 1
Stage
Dance floor
Interactive space 2
e thought for ephemeral events (promoomposed by two main parts, a dome that entral stage.
tly inside the installation. At a specific d by a audio que, users will be able to stroke ess their feelings towards the song. When wards, the user expresses that s/he likes volume will go up. When strings are stroked press their dislike for the song and volume volume is completely dimmed, the system play the next song in the playlist.
ble to battle in the two stages for their erences. Battle will only be possible when nder the stage turn on. Feedback about ges in the volume is given by sound waves ed on the dome’s surface.
Additional dance space
Front View
Top View
Volume UP
Wires Volume DOWN
deo of the final concept is available online:
p://vimeo.com/11418612
anahí bagú | portfolio
interactive prototype Volume input is registered by capacitive sensors, which measure changes in an electrical property, in this case the horizontal metal tubes. The sensors are connected to an MAX MSP patch, which collects the registered data and sends the corresponding output to the sound installation, lights and beamers. The fully automatized system is completed with a database of music.
Vibration sensors & MAX MSP control patch
Dome installation (outs
Dome installation (inside): music duel
Dome installation (insi
side): music volume visual feedback
ide): understanding the system
anahĂ bagĂş | portfolio
> Concept Bodystroming: The emotional Jukebox. Stroking or slapping depending on the emotions that user has about the played music. >> Concept Testing: Emotional Strings (wizzard of Oz). Interactive strings are placed in front of a wall. Users can interact with them based on their own emotional reactions to a song: likes = stroke / dislikes = slap
>
Second Interactive Prototype (vibration sensors)
> >
Final (and full scale) Interactive Prototype
<< Concept Mock-Up: Emotional Strings Environment < First Interactive Prototype (strings + joystick)
design iterations
anahĂ bagĂş | portfolio
04. wrist-worn UI Project Brief > Usability testing and redesign of Sony Ericsson’s women’s Bluetooth watch MBW-200 School Project > Usability Testing and Redesign course for Sony Ericsson Supervisors > Ir. Iemkje Ruiter, Dr. Walter A. Aprile Date > July 2009, Delft Term > 5 months Team members> Ahmet Bektes, Arne Bezuijen, Casper van Huisstede, Robert Leufkens, Tom Uitendaal My responsibilities > Product analysis, usability research setup and analysis, interface design, gesture research, task analysis and flow
anahí bagú | portfolio
product analysis Cell phones are currently the most ubiquitous communication devices around the world; this has triggered the development of a wide spectrum of accessories. Also as the result of product convergence in the electronic market, there have been multiple attempts to convert a watch into a “remote control” for cell phones as one of the possibilities of adding functions to a product, such is the case of women’s Bluetooth watch MBW-200. Product convergence should not only be about adding features to an existing product, it should create a ‘new product’ from the mixing of different elements or features, in this case by designing a real wrist-worn User Interface (UI).
MBW-200 Functions Diagram General (orange) Mediaplayer (green) SMS (purple) Phone (blue)
Product Ecosystem
Using Bluetooth technology it is possible to connect a mobile phone with either the MBW-200 watch or a headset to provide handsfree functionality to the user
anahĂ bagĂş | portfolio
Goal Gain insights of the problems people face while using the watch. Method The usability study was conducted by asking participants to interact and perform certain tasks with Sony Ericsson’s; Bluetooth watch 5 female participants aged between 20 and 55 years old; ; All the sessions were recorded with a video camera; The tests were analysed according to the Structured Usability Problem Extraction (SUPEX). Significant results and user insights Physical shape People want to take it off during use Too big/heavy
Not all button presses are registered
Buttons
Long and short presses very confusing
To get to a second function sometimes a double click is necessary and others holding the button longer
Opposite button are expected to have the opposite effect People don’t expect a second function under a single button
Watch phone connection
Connection feedback missing A connection can be initiated when the watch is already connected Connection status hard to find
Casing looks significantly cheaper than the cost of the actual product
usability research Menu Menus disappear too fast
Multiple Bluetooth icons confuse
Users expect to be able to scroll backwards
Icons meanings are often unclear
Unclear how to confirm a selection
Not clear which button to use
Receiving calls
People don’t expect a second function under the same button when all other buttons are unused Difference between silence and rejecting is unclear
Receiving SMS SMS function only works for the first SMS, no notification will be given until the user has read the message on the phone, making other SMSs go unnoticed Users expected to be able to read the SMSs on the watch’s screen
Music/Media player
Long and short presses very confusing Music icons are the wrong way around The music note on the volume display was recognized as a way to active the media player Music player was searched for in the menu
anahí bagú | portfolio
design proposal Interaction should be personal and private. Change the interface towards the user, excluding an audience and keep matters to themselves. Enable the user to stay in contact without disturbing the moment. In this way preventing others from misinterpreting the interaction with the product. This was done manipulating the actual physical positioning of the device to make the product context aware, directly changing the way in which the interaction with the product takes place.
Modes:
Âť Screen on the inside of wrist: discrete, personal and private Âť Screen on the outside of wrist: active, sportive and casual
Bracelet screen detail
Bracelet on charging base
Interactive Prototype The interactive prototype was built on a Sony Ericsson Smartphone running Windows mobile and written in C# It was used to have user testing with two different product interfaces. A video demonstrating the concept and prototype is available online: http://vimeo.com/11418445
user interface Direction Horizontal direction is used to explore functions present in the menu by scrolling through them. Vertical direction is used to switch between modes by rotating the ‘bracelet’ around the users wrist.
Active mode Accpet or reject a call Incoming call
SMS
Menu
Information Layers » Incoming call/ Incoming SMS » Scroll through the menu/switch functions » Interact within the chosen function The interface design of the ‘bracelet’ uses the following gestures: tap, slide and rotate to control and access all its functions. These gestures were determined by quick-test results.
previous & next track play/pause Vol. control
Media player
Time/battery status
Gestures Tap to activate
Bluetooth
Discrete mode Tap to select
Only Reject
First 3 lines of the SMS SMS
Incoming call
Slide to scroll horizontal
Slide to scroll vertical
Slide to move
Rotate
Time
anahí bagú | portfolio
05. yellow-sticker mural day Project Brief > “make journey time your own time [while traveling by train]” was the domain assigned by the Dutch Railways. With the a scope for 2014. Project had to be developed according to the Vision in Product Design (ViP) methodology, where first, the designer envisions a new context for the product, then asks himself what kind of interactions fit within it, and finally designs a product that makes the intended interactions possible. It is not the ‘product’ the designer is mainly concerned about, it is the relation between user and product. School Project > Vision in Product Design course for Dutch Railways (NS) Supervisors > Prof. dr. P. P. M. Hekkert Date > July 2009, Delft Term > 3 months
anahí bagú | portfolio
interaction vision: I want to influence the memory people keep of train travel by engaging them in creative collaboration Anticipation
Event
Memory
* Creative Collaboration: “great ideas emerge more from ideas exchanged between people than in solitary introspection”
concept: People anticipate for one month the ‘sticker mural day’ by collecting stickers in the meanwhile, creating a strong ‘memory’ of the event. Stickers can be obtained as a reward after every train journey. Murals are then created collectively inside the train, during the special “sticker mural day” event.
Small scale test on the train. People enjoyed the “surprise” and “playfulness” of the stickers
Concept visualization: yellow-sticker mural day
anahĂ bagĂş | portfolio
>
Cultural Probes: Map your train journey from work to home booklet. Warming up for the generative sessions. > Generative Sessions (participatory design): Participant working on a like/dislike task (top); generated material (bottom)
>
Context research: observations, videos, photos, notes, my own experience on the train, etc.
context research & analysis
“I don’t like crying babies” “I don’t like people chatting in a loud voice”
“I hate noisy people in the train they spoil my mntal space”
“I hate loud people”
“What I like about other people is complaining about NS”
I hate loud phonecalss and music
E
“Sometimes I talk to them”
“When the train is delayed I complain with people” “I only talk to others in the train when there is a reason, also to kill time”
“In the morning in the train I just want to wake up alone; After work I m more open and friendly”
Access information communicate with those far away (mobility of info)
“I sit close to the door and next to the window”
“I don’t mind where I sit, I just want some space”
CLOSE
Bag positions create barriers
“In the train I sort of put on a mask because I like to travel anonymous. I don’t like conversations I just want to be left alone”
“I feel locked into myself People said their time on the train is: and my thoughts. I don’t productive 1 0 feel like contact (nothing)”
7
4
CROW
“I sit in the middle of the wagon, I can write, there’s less movement”
People said they feelmore relaxed when they are on the train
relaxed
4
4
7
0
1
“Changing trains exhausts me”
Very lou (don’t li There is not a lot of space to move
“I like to think on my way back because when I am home, I have to make phonecalls, cook, clean, or you always have a conversation”
waste of time
> Public vs. privacy graph (middle): users perception of this values during a train ride
TRAIN
People are irritated
People feel: - Intolerant - Irritable - Burdend
ANNOYED
SoB
RELAXED
Being in a place where one feels home may reduce stress
“I feel content when I am on train because gives me time to do what I want”
FOCUS
People are getting on and off the train
“My motivation level just goes up every meter I get closer to home”
People are distracted Perceived control
CROWDS
“I concentrate on one thing... don’t get interrupted”
Additional work undertaken during free time impairs recovery
> State(s) of being graph (bottom): emotions and elements present in the transition from work to leisure
“I do this commute and accept it as a part of a job I love”
CONTENT
“Travel time is a waste of my time”
“When I get home I would love to do things but I am just too tired... I have to get up early”
Psychological detachment from work during free time promotes recovery
NOISE
Pu
bli
c-
the longer the commute the higher the stress
Pr
iva
te
Crowded pub transport mor than any emty
stressful
Life on the move
“I HATE waiting for the train”
“I don’t like ot people being desrespectful train”
“It doesn’t feel natural all these people that rechained to the train But you have to get on”
“I don’t like when other people are eating fresh fries in the train”
“I really notice that the time passes like the landscape... NOTHING HAPPENS”
“Crowds tire m
Cr
DS
“Sometimes I have to stand in the train”
“Sometimes being tired people is“Iadon’t goodlike thing, I am sitting next to me, I satifsfied and sleepy can’t work” But sometimes I have to do stuff and I am tired, that is bad
BORED
> Analysis (top): mapping results from context research and user generated insights
“Wh put emp
“I l’ke to observe other people”
Rush hour is the single most stressful part of peoples lives
TIRED 4
“If people travel together they want to sit together”
“People can control their pressure levels it is not really the situation itself (commuting) that’s the problem, it’s one’s attitude towards the situation”
“I don’t care that much of other peoıple in the train, I am minding my own business”
Unproductive time
“I like the
“When I have to make drawings I sit in a 2 seater”
PRIVACY
Listening to music creates a close environment
Reading newspaper book, etc... (barriers
“I like it that others do not talk in the train”
“I like it when people have a strange conversation and I can listen”
Work
(interaction)
Window gazing, go to their own world “I hate people who are pretending to be very busy to move their... you know.. stuff beside them...”
“I hate not having access to private space, be in peace”
OPEN
“Calling friends motivates me on the train”
NO
IS
“I communicate with other people when there is a delay”
“I like to think in the train”
Perceived control
rk Wo
anahí bagú | portfolio
Education 09.2008 - 09.2010
Delft University of Technology, Netherlands Master of Science in Design for Interaction MSc. Degree Project: Design of a Social Media Framework to Support client-company Relationship Interaction design master program focused on the experience people have with products and services. Human-centered design approach. Strong emphasis on design research, experiential prototyping and iterative process.
a n a h í bagú casas
IDE Ambassador Award 2010 (special contribution to the MSc Program, June 2010)
MSc. Interaction Designer
Date of birth: 20.03.1980 Birth place: Mexico City Nationality: Mexican Contact: email: anahi.bagu@gmail.com Tel. +31(0)681502168 Twitter: @bagucci
01.2000 - 12.2005
Universidad Iberoamericana, Mexico Bachelor of Science in Industrial Design
08.1997 - 07. 1999
Universidad Nacional Autónoma de México 4 semesters of Architecture
Experience 02.2010 - 09.2010
Fabrique [merken, design & interactie], NL Interaction Design Intern Sponsor Msc. Degree Project Project: Design of a Social Media Framework to Support client-company Relationship
03.2007 - 11.2007
DIMAD, Mexico Junior Designer Furniture design and production
04.2006 - 03.2007
DIN Interiorismo, Mexico Junior Designer Interior and furniture design
08.1999 - 12.1999
Centro Promotor de Diseño, Mexico Internship
Current Address: Van de Spiegelstraat 59 2613 EZ, Delft Netherlands
Design Philosophy I am passionate about understanding and analysing human behaviour; so by the intelligent merger of culture and technology, applied to designing better products and services, people’s lives can be improved. Being a designer is also about learning new stuff everyday and having fun.
Skills User and context research: User diaries, generative and creative sessions facilitation (participatory design), context mapping, observational research, brainstorm facilitation Specifications: Use cases, personas and scenarios, task flows Validation: Usability studies, experiential prototyping, model making Teamwork: Used to work in multicultural environments and multidisciplinary teams Software Mac OS 10.6, Windows; Microsoft Office, iWork, iLife; Rhinoceros 4.0 (advanced), V-ray for Rhino (basic), MaxMsp (medium), Arduino (basic), Final Cut Pro (medium), Photoshop CS4 (advanced), Illustrator CS4 (medium), InDesign CS4 (advanced), Flash CS4 (medium), Dreamweaver CS4 (medium),Fireworks CS4 (medium)
Languages Spanish (native) English (fluent), TOEFL iBT score: 107 Dutch (basic) Italian (basic)
Seminars / Courses 09.2007 - 06.2008
Centro de Capacitación Cinematográfica, Mexico Film Appreciation Seminar
08.2002 - 12.2002
Fashion Institute of Technology, NYC, USA Toy Design Course
Activities / Memberships 02.2010 - present 08.2009 - present 05.2009 - present
Co-coordinator of UX Book Club Zuid-Holland Member of UX Book Club Zuid-Holland Member of Interaction Design Association (IxDA)
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