CV & Portfolio Design Technology
Research
Strategic
Education
User needs
Indigenous Craft Children
Connecting the dots
Chandra Rinie Pudjiatie WORK EXPERIENCE Digital Communication | Nov 2011 - present Aflatoun, Child Savings International Amsterdam, The Netherlands Managing digital related projects, including corporate website, e-learning for youth Managing design related projects, including graphic design, publication layout and branding Perspective Student Guide | July 2009 - Aug 2010 TU Delft - Faculty of Design & Engi Delft, The Netherlands Assisting prospective students
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Voluntary work | 2000 Museum Nusantara - Gemeente Musea Delft Delft, The Netherlands Identified and data collecting Indonesian textile collections Conducting research based on historical motifs, texture, are of origin and functionality Teaching assistant | 1998 - 1999 Computer Lab - Institute Technology National Bandung, Indonesia Assisting students
EDUCATION
Faculty Newsletter Editor | Sept 2008 - Feb 2009 TU Delft - Faculty of Design & Engineering, Delft, The Netherlands Creating and editing publication materials
Msc Strategic Product Design | Sept 2008 - Aug 2010 Delft University of Technology, Delft, The Netherlands Thesis: A collaborative peer learning educational tool for middle childhood.
Creative Designer | 2001 - 2007 PT. Binkomara Huma - BIN House, Jakarta, Indonesia Exploring and implementing the use of technology to enhance traditional batik craftsmanship Implement ideas, technical drawings and supervise production Conducting research on batik process and motives
B.A Interior Design | 1994 - 1999 Institute Technology National, Bandung, Indonesia Thesis: Interior Design for Indoor Learning Environment based on Montessori Method.
Curiosity and the ability to learn are two of the most beautiful things in people. My passion is to design seamless and delightful digital learning experiences to keep feeding the user's curiosity mind and keep the user's sparkling eyes shining like two drops of morning dew.
CAREER INTERESTS
To engage in user behaviour study and research in user experience To develop design concept and product Data visualisation
SKILLS User research methodologies (Contextmapping, ethnographic observation) HCI Methods (Personas, storyboarding, usability testing) Facilitating creative session Design concept development User center design Games for Learning & Assessment (Gamification) Visualisation skills (infographics, story board, scenario) Graphic skills ( Photoshop, Illustrator, InDesign) HTML and CSS Wireframe (Omnigraffle) Prototyping (Paper, Axure)
AWARDS Top 3 design award ‘Phillips home care’. Design and Emotion Workshop, TU Delft | 28 September 2009 Second prize award ‘Delft Tableware Design Competition’, Delft University of Technology, City of Delft and BlueDot Foundation | 4 February 2010
CONTACT INFO chandrarinie@gmail.com Mobile: 063 4229 200 Guido Gezellelaan 40 2624KW Delft The Netherlands
PERSONAL DETAILS Nationality Language Hobbies
: Indonesian : English, Indonesian, basic Dutch : Pilates, photography, reading
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Timeline 1994
Specialisation Education
1999
2000
2001
Children Education Design
1994 - 1999 - Institute Technology National B.A of Art and Design
Skills Prototypes
Graphic Skills
Technical Drawing
Teaching
Work experience
3
1998 ITENAS Teaching Assistance
Research
Basic Dutch
2000 Museum Nusantara Voluntary work
Textile Design
2001 - 2007 - PT. Batik Designer
2008
2012
2010
Children Education Design
Research and indigenous crafts
2008 - 2010 - TU Delft M.Sc Strategic Product Design
User Creative Visualisation Concept Research Facilitation Development
Production Supervision
T. Binkomara Huma
Textile software
Research
Consulting
2009 - TU Delft Prospective Student Guide
Concept Project Development management
2011 - Aflatoun Digital Communication
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&ƌĂŵĞǁŽƌŬ ŽĨ ĐŽůůĂďŽƌĂƟǀĞ ƉĞĞƌ ůĞĂƌŶŝŶŐ Teamwork
2
1 Teacher behaviour
3 Children behaviour
The role of facilitator
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Nature of the learning tasks
ĐƟǀĞ ůĞĂƌŶŝŶŐ
ŶƐƵƌŝŶŐ ƐĂĨĞ ůĞĂƌŶŝŶŐ ĞŶǀŝƌŽŶŵĞŶƚ
Member roles
Social ŝŶƚĞƌĂĐƟŽŶ
Empathy
Promote a ƐĞŶƐĞ ŽĨ warmth and belonging
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,ŝŐŚ ŝŶƚĞƌĞƐƚ
&ŽƌŵŝŶŐ Ă ƐĞŶƐĞ of community
Task resources: knowledge or physical resources
ŝǀŝƐŝŽŶ ŽĨ labour among ƉĂƌƟĐŝƉĂŶƚƐ
Small group ĂĐƟǀŝƟĞƐ
The purpose of the ĐŽůůĂďŽƌĂƟŽŶ
Structuring ƚĂƐŬͲƐƉĞĐŝĮĐƚ learning ĂĐƟǀŝƟĞƐ
ƐĞƚ ŽĨ ĐŽŶĚŝƟŽŶ ƚŽ ƐƟŵƵůĂƚĞ ĐŽůůĂďŽƌĂƟŽŶ
Shared experience
ŽůůĂďŽƌĂƟǀĞͲ learning
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Equal ƉĂƌƟĐŝƉĂƟŽŶ
Group learning
ǀĂůƵĂƟŽŶ and feedback from peers/ teacher
Share a common goal
ŐĞ ĂŶĚ ƐŬŝůůƐ appropriate
8 ^ƵŵŵĂƟǀĞ ĞǀĂůƵĂƟŽŶ and reward structure
ŽŶƐƚƌƵĐƟǀĞ ĨĞĞĚďĂĐŬ
'ĞŶĞƌĂƟŶŐ ŝĚĞĂƐ ƚŽŐĞƚŚĞƌ
Exchange of learning & experience
&ŽƐƚĞƌ ŐƌŽƵƉ ĚŝƐĐƵƐƐŝŽŶ
ŽŶƟŶŽƵƐ ůĞĂƌŶŝŶŐ ĞīĞĐƚ
ŽŵƉůŝŵĞŶƟŶŐ 'ƌŽƵƉ ĚĞĐŝƐŝŽŶ ĐƵƌƌĞŶƚ ƐĐŚŽŽů ŵĂŬŝŶŐ curriculum
Infographic of the eight factors that ŵŽƟǀĂƚĞƐ ĐŽůůĂďŽƌĂƟǀĞ ƉĞĞƌ ůĞĂƌŶŝŶŐ
Design framework
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User
Design product
Design Technology
A collaborative peer learning educational tool for middle childhood
Research
Strategic
Education
User needs
Indigenous Craft Children
Master’s Graduation Project February - August 2010 The key objective of this research project is to
competence in collaborative learning.
identify and to fulfil the needs of educational tool, which enable teachers and schools in nurturing and
The concept development of the Bee together
rising a generation of the 21st century literacy and
educational
workforce readiness. Collaborative learning is one of
framework. Bee together educational tool aims to
the essential skills for children in order to participate
facilitate teacher to create a collaborative learning
in the twenty-first century era. The new skills
environment for a group of four children. The tool
require teachers to nurture children in developing
assists co-located peer learning and distance peer
soft skills and digital literacy to participate in an
learning. The co-located peer learning nurture
information society.
empathy,
tool,
group
cultivate
idea
from
generation
the
and
design
group
discussion. The distance peer learning, foster active A field study in Delftse Montessorischool using
learning and exchange of learning and experience.
contextmapping exercise identified that children of
Further experiential prototype was developed and
6 to 9 years are aware of the meaning of friendship
user tested was conducted resulted in the relevance
and have the ability to relate to both children within
of the concept design and recommendation for
their immediate environment and beyond their
further development.
community. The exploration study resulted in design framework, which outline the key features of social
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1
Kiki wakes up and finds the portable block next to her bed. Which has been prepared by her parents last night.
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Kiki then go to the living room to find the interactive schedule.
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The next task block lights up and a short clip about the activity is playing at the TV screen.
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7 The content of the clip shows a short story duration of approximately 1,5 minutes.
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Kiki place the portable block into the correct task block.
10 Kiki enjoys another clip
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She insert the portable block into the correct task block.
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The whole interactive schedule lights up for 5 seconds.
The content of the clip gives an indication of what activity Kiki should do.
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After Kiki has completed the activity, her mum gives her the other portable block for the next task.
11 Kiki then brushes her teeth, as the content of the clip was about cleaning teeth.
12 and on ......
Storyboard
Link-it
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User
Design product
Design Technology
Interactive daily schedule for children with autism
Research
Strategic
Education
User needs
Indigenous Craft Children
Master’s Semester Project February - June 2009
An interactive daily schedule for children with
The design process of Link-it took proceed in several
autism which integrates technology and close
stages. First, a user and context research was
interaction between parent-child-product.
conducted.
Second,
concept
generation
was
gathered using brainstorm method regarding the During the course 'Interactive Technology Design'
problem direction that leads to the concept
the interactive schedule Link-it has been designed
development. Third, during an early stage of
for children with autism. The children with autism
concept development we started designing the
have difficulties with switching tasks and there is a
electronic components using MAX software. Forth,
need for a product that improves this daily problem.
the first prototype was constructed and was solid
The Link-it is a product to be used in between two
enough to be tested with children with autism. The
tasks. It stimulates the child on several aspects;
user tests gave much input for improving the
distraction from the finished task; rewards by a
concept, which we implement into the final stage of
block, compliment and flashing lights; structure by
prototype. To conclude, this prototype was tested
clear pictogram; and informative movies on the
again with children with autism, which was
television.
positively received by the children and their parents.
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People with autism have impairments in social interaction, social communication and social imagination. This is known as the triad of impairments. Our insight from observation research and direct interaction with autistic children Toys used to play and interact with he children
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Visual cue (pictogram) used as communication aid and to established structured with the children For the elective course ID5560 Rich Collections, we carried out observatory research which targeted ‘difficult to reach’ prior to designing a small interactive space for children with autism.
Infographic
Design Technology
Infographic in understanding the characteristics of children with autism
Research
Strategic
Education
User needs
Indigenous Craft Children
Master’s Semester Project December 2008 - February 2009
Understanding the individual meaning of daily
About autism
activities for children with developmental disabilities, such as autism are both important and challenging for researchers and designer. During RichCollection Course, the assignment was to observe and interact with children with autism.
Box!
Boat!
Ethnographic observation has been
gaining more acceptance as a method to approach challenging design projects, in our case by including the child's perspective. Based from the observation research we conducted, an infographic with rich insights information were constructed. The aim of this infographic is to inspire other fellow designer into
understanding
the
characteristic
of
Difficulty in understanding the world
children with autism.
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f lipf lop c o l o r
d i s c o v e r y
Motorial Active
Concentrated
Asking attention
Flip Flop Island
Flip Flop Craft Corner Perceptive sensory (Reserved)
Child behaviour type 4-5 Years
Analysis
Flip Flop Book
Flip Flop Signage User
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Design product
Design Technology
A Meditative Museum Experience for Children
Research
Strategic
Education
User needs
Indigenous Craft Children
Master’s Semester Project September - November 2009
Client: The Strong Museum of Play, New York. Working within the Apter Paratelic Mode, by
museum visit. This activity would lower down the
exploring the arousal level helped us in creating
excitement level, by providing calming and engaging
design concept, which enables to engage the
activity before leaving the museum premises.
children into a perception of relaxation, without
Finally, the Flip Flop Book is aim to extend the
getting into boredom. The Flip Flop Island oers
museum experience in the comfort of their
relaxing facility, by engaging the children to immerse
home.
in discovering activity and to feed their lively and vivid imagination. The Flip Flop Signage challenge the curiosity nature of the children, by using the decoder during the museum tour, the children can escape the overwhelming condition for a moment, while trying to solve the abstract image and information. The Flip Flop Craft Corner facilitates calm down area for both the children and the parents, which can be use at the late phase of the
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Technical drawing
Scale model
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Design Technology
Interior Design of an Indoor Learning Environment based on Montessori method
Research
Strategic
Education
Indigenous Craft
User needs Children
Bachelor's Graduation Project September 1998 - January 1999
both
interest without much of adult intervention.
educational and entertainment aspects for
The purpose of this facility is to facilitate
children. The interior design provides an open
children in learning about the world within a
space with split-levels to create different
save environment.
The
Indoor
learning
facility
offers
purpose areas. Each divided areas offers different psychological development play and learning for the children, such as physical active area, quite corner for individual play and social space area for group play. The open space with split-levels elements enables the teacher to have an overview and can easily supervise the children activities. Each
rooms
and
space
were
designed
ergonomically for children. The children could easily and comfortably self discover every corner of the room according to their specific
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Business Model
bio-sealed
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Design product
Prototype
Design Technology
Wholesale Organic Food Packaging Solution
Research
Strategic
Education
Indigenous Craft
User needs
Master’s Semester Project September 2009 - January 2010
Children
Client: Conpax Verpakking B.V., The
small scale packaging machines. The organic
Netherlands.
food consumers were found to be very concerned regarding their activities and its
Wholesale Organic Food Packaging Solution:
impact on the ecology. They wanted to be
It is a sustainable mass packaging solution for
educated further so that they can act better.
the organic food market of Western Europe. It
Thus "bio sealed" was conceptualized along
uses a blend of PLA (biodegradable plastic)
with a sustainable logistics scheme and a
and arecanut leaves. This visual combination
business model action plan spread over 10
was designed to create awareness amongst
years.
people regarding packaging. Each package was accompanied with a story on how it is made
Value Addition: The packaging is based on the
and can be recycled back into the earth as
ideology
nutrients.
consumers regarding their ecological impact.
of
educating
and
empowering
Thus it can play a vital role in the "go green" About the Project: Market research revealed
drive.
that sustainable mass packaging organic food market is an unexplored domain. It needs
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Design Technology
Strategic
Branding and Strategy for BeatBelly
BeatBelly is a exercise training tool which and
strengthens
the
muscular girdle developed by physiotherapist in the Netherlands. We developed a commercial product launch strategy for BeatBelly to entered into the German, Swiss and Austrian Market through a distributor in Germany Artzt.
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Indigenous Craft Children
Client: StraksStrak BV, The Netherlands
exibility
Education
User needs
Master’s Semester Project February - June 2009
increases
Research
Design Technology
Branding and Strategy for Quooker
Research
Strategic
Education
User needs
Indigenous Craft Children
Master’s Semester Project September 2008 - January 2009
Client: Peteri bv, The Netherlands Quooker
is
a
kitchen
device
developed in The Netherlands., that produces boiling water via a kitchen tap. We developed future scenario for new brand and innovation design strategy.
The
design
strategies
consists of guidelines for Quooker in designing
and
developing
new
products and services.
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Design Technology
Strategic
Consumer Research in New Product Development
Netherlands We conducted a research and developed a framework on the consumer’s reactions and buying intention when personalising their homes.
combination research
methods of
used
qualitative
technique)
and
was
a
(observation quantitative
techniques (internet questionnaires using Net-Q). The main purpose of qualitative research method is to help us acquire insight in to the user activities, behaviour and habits,
and
personality.
Moreover,
to
conclude quantitative research method was used to evaluate and deepen the findings.
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Indigenous Craft Children
Client: Inter IKEA Systems B.V., The
research
Education
User needs
Master’s Semester Project February - June 2009
The
Research
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CONTACT INFO chandrarinie@gmail.com Mobile: 063 4229 200 Guido Gezellelaan 40 2624KW Delft The Netherlands
Connecting the dots