A brief compilation of my work

Page 1

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

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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

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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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6

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

3

She insert the portable block into the correct task block.

4

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


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