Darius Alamsjah Pane
Design Portfolio
Skills
Education
Hello!
I like to think of Design as a way to combine both technicalities as well as creativity, thinking about the users involved, and creating something meaningful and beneficial for them in the end. Personally, I like to design basic concepts of vehicle interior and exteriors, as well as outdoor spaces and buildings, and have a high interest in sustainable design. Along with that I also like graphic design to present my works nicely and professionally. When designing I always aim that the end product could give an added benefit to the user, and improve their well-being. Throughout this portfolio, I have selected some of the best work I had done throughout my bachelor’s, and work I believe best represents me as a designer.
Sekolah Pelita Harapan 2012 - 2018
• IB MYP
University of Twente 2018-2022
• Bachelor Industrial Design Engineering
Experience University of Twente
Sept 2018 - Dec 2019
• Student for a Day Guide Give potential new students an insight into the Industrial Design study program
Apr 2021 - Jul 2021
• Student Assistant AppDev Assist students with their assignments for the subject Application
Voluntary
Darius Pane
2
• Soft Skills
• Graphic Design • Adobe InDesign • Adobe Illustrator • Adobe Photoshop • Sketching • Hand Drawn Sketches • Digital Sketching • AutoCAD • SolidWorks • Programming • Arduino
• • • • •
Design Thinking Creative Thinking Listening & Understanding Perseverance Desire for professional development
S.G.Daedalus
Sept 2018 - Present
• Excursion Committee Manage and organize excursions to companies related to Industrial Design
Jan 2021 - Present
• Website Committee Code, program, and manage the website of the association
dariusap2000@gmail.com
• IB DP
Hard Skills
D.B.V DIOK
• PR Committee Manage and design the assocation Instagram account
Jun 2021 - Present
About Me Introduction
Contents
04 02
Infinity.. Module 4
Petite Park. Module 5
03 Skate.. Module 11
01 Bean. Module 4
Introduction
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01 Bean.
Module 4 - 2019 Project Smart Products Bean was a project where we had to design a drivable toy car for children aged 4-8, who were going shopping with their parents. It had to serve as a means of entertainment for the children while their parents were busy shopping. For the parents it also had to be able to track their childs location and status. The problem was how to create that entertainment value for the child,and translate it into a Smart product like the drivable toy car.
Children in Shopping Malls During our research phase, we tried to understand both how the environment of a mall would look and the child’s behavior using several tools like a PACA analysis, personas, surveys and scenarios. Doing so we better understood a child’s preferences, and how to better create an entertaining value for the child when using the car. One key aspect was that it had to simulate a driving experience and granted freedom of control for the child over the car. A functional allocation was also conducted to understand what functions the toy car had to carry for both the entertainment and safety of the child. Such functions included, detecting and preventing collisions with surrounding obstacles, and include a tracker for the parents to track their children. With this research we were able to create the list of requirements, and start with the design phase of our project.
A1: A typical interior of a shopping mall
Bean.
A2: An example of a drivable children’s car
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Mapping Out the User Needs With the list of requirements defined, aimed in creating an appealing car for both genders, provide comfort and entertainment to the child and be the right size to fit inside the tight spaces of shopping malls, ideation on the design could commence. For my ideation I mainly aimed in experimenting with a variety of designs, ranging from cars that looked like food and animals, and some that looked a bit aerodynamic and pointy while others were more rounded.
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A3: Ideation Sketches
The rounded design eventually prevailed in the ideation phase, as it didn’t contain any gender specific characteristics, and its rounded shape allowed it to easily make turns in small corridors without having the car hit the wall. The rounded design was also chosen as it looked more friendly, compared to sharp edges which can often make designs visually more aggressive.
Bean.
Conceptualization With a rounded and gender neutral design being defined in the ideation phase, we further worked it out into three main concepts. To choose a final concept, they were compared to our list of requirements. Concept 1 was clearly not suitable due to its complex steering mechanism which required two joysticks to control the left and right wheels separately. Concept 2 & 3 were similar as they both looked more like a ‘normal’
car and had a regular steering wheel to drive and control the car. However in the end, concept 2 prevailed due to its normal yet sporty and cute appearance that allows it to appeal to all genders. It also offers a high level of comfort, no size restrictions due to its wider chair, and a high entertainment factor. The only thing that had to be resolved was the safety of the child while in the moving car.
A4: Concept 1
A5: Concept 2
Bean.
A6: Concept 3
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Concept Development Having chosen concept 1 to be worked out further into the final design, we also worked out on the details for the car’s dashboard, user interface, as well as steering wheel. For the dashboard a main focus point was to see where the steering wheel user interface and buttons could be placed, in order for the child to have a good overview. Another feature we further worked on was the design of the steering wheel, which first began with more regular round steering wheel designs, but was then developed into a more distinct U-shaped design. The reason why we eventually adopted the U-Shaped steering wheel design, was to encourage and nudge children to drive with both their hands, which would increase safety and their control over the car’s movement.
A7: Cardboard Mock-Up
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A8: Dashboard Ideation Sketches
Bean.
Final Design With the concept being fully worked out, the final design was created with Computer Aided Design (CAD). The final design had several additional features such as a stop button at the back side of the car that allowed people standing by to disable it in case the child lost control. It also inherited and followed the rounded and symmetrical design elements from concept 2, although the front was changed a bit to make it look more like a smile, giving it a more appealing and friendly look. Aside from that, two hatches were also added, one in the back for cargo, and one in the front for where the electric engine would be placed. Two exhaust pipes were also added at the bottom that acted as decoration to make it look more like a car. Now it was time to test the design with a physical mock up and create a functional and physical prototype.
A9: Rendered Front and Back view of the Car
Bean.
A10: Rendered Dashboard
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Mock Up & Demo To test whether the display and dashboard were clear and ergonomic for the child and parent, a user testing session was conducted. For the dashboard and user interface we made a cardboard mock up for the testing, while for the application we created a mock up app. Due to some difficulties in finding suitable children to test with. The testing was conducted on university students, which wasn’t really accurate as they didn’t represent out target group. Nevertheless, as they were all design students, they did provide useful feedback in terms of the design and ergonomic use of the interface. A notable example was to change all words on the display with symbols and colours, that could be understood more easily by the children, especially the younger groups of ages 4 - 5.
A11: Cardboard Mock-Up of the Dashboard
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Bean.
2 3
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5 4 A13: App Log In Screen
The Parent App 6
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Aside from designing the car for the child, an app was also developed for the parent to receive information from the car, such as their child’s location, distance from their parents, as well as alert them if their child needs help in the event that they get stuck somewhere. The app also included features that allowed the parents to set the max speed and range of the car from the parents, and to take
control of the car remotely from their phones, including stopping the car from moving if their child goes too far. Furthermore the app also informed the parents about the car’s battery, and allowed them to call the support team that manages the cars in the mall in case they have any questions.
Legend for Features of the App
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A12: App Features
Bean.
1. Zoom In/ Zoom Out 2. Stop Button 3. Return Screen to Car 4. Bean Car Location 5. Contact Help Center
6. Info about Bean Car 7. Settings for Bean Car 8. Manual Override and Control of Bean Car
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A14: Functional Prototype of the Bean Car
For the final product we created two distinct prototypes, one that demonstrated the cars functionality, and the other demonstrating the cars overall shape and design. The functional prototype was created using Technic Lego for its frame and structure, Lego Mindstorms as well as breadboards and electronic components for its sensors and display. The sensors included two ultrasonic sensors and two touch sensors. The two ultrasonic sensors were used for detecting its surroundings both in front and behind the car. The two touch sensors were used to deactivate the car. One touch sensor was placed below the chair, that would deactivate the car when no one sits on the chair, preventing the child to drive the car while standing. Another touch sensor, placed at the back of the car, was used to deactivate the car from the outside by other people in case the child lost control. Aside from all the sensors, the prototype also had a small LCD display which acted as the user interface, showing information such as the distance from obstacles. LED lamps changed colours based on the distance, and a small Piezo electric speaker would beep if the car was too close to an obstacle.
Functional Prototype A15: Ultrasonic Sensors were placed at both the front and back of the car
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A16: Piezoelectric speaker for signalling when the car is too close to obstacles
A17: LCD screen acting as basic user interface
Bean.
Physical Prototype To produce the final product as well as possible, a foam model was made. In this model all features were created in a simplified way. Because of the restrictions of the Lego prototype the decision was made to make a different and smaller model to visualize the entire car. This will give a more realistic view. All the sensors in the Lego prototype are in proportion a lot bigger than when the sensors are integrated in the final product. We made sure that there was enough space in the car’s body to fit all the electronics. This was done by making the Lego prototype in the same main shape. This way the electronics could be simply integrated in the final outer shape.
A18: Foam Mock Up of Car
Bean.
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02
Petite Park.
Module 4 - 2019 Project Human Product Relations
In this project, we had to design a pop-up space for the Oude Markt in Enschede. Due to it being a public space, many stakeholders and user groups were involved, resulting in conflicting needs and desire, which in turn resulted in dilemmas. In order to carry out this project, a thorough analysis of the Oude Markt and its various stakeholders had to be done. Doing so allowed us to turn the conflicting needs and desires into design opportunities.
Dilemma Driven Design
B1: Oude Markt facing Haverstraat Passage
B2: Oude Markt facing Markstraat
Petite Park.
Interviews, surveys, pictures, and internet browsing was used to better understand the various stakeholders and environment of the Oude Markt. The reserach was focussed on both the usage of the Oude Markt, as well as the preference in style for the pop-up space. From the research my group and I found out that there were two main conflicts. The first being that people enjoyed the relaxing atmosphere of sitting at the Oude Markt, but disliked that seats were only available in cafes where they had to pay each time. The second being that the design style should contrast the original old style of the Oude Markt but complement its well established relaxed atmosphere. Dilemma driven design was used to better understand the conflicts, and finding opportunities by finding a compromise. For example incorporating the modern design with that of the old one.
B3: Oude Markt facing Langestraat
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Iterating Compromises
B4: Ideation Sketches
When drawing ideation sketches, a variety of ideas came up, such as benches, lamps, fountains and huts. All iterations aimed to integrate the design with greenery, such as small trees, and climbing plants for the walls. From all the iterations, the ideas that stood out the most, were the green benches, such as seen at the bottom right of the picture above, and the box idea as seen on the bottom center.
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Petite Park.
Conceptualization In the conceptualization phase, I further developed the box and bench idea, adding details to show what they would look like from different views, and what materials and colours could be used. These worked out concepts were compared to those of my group members, where eventually one of their concepts was chosen to be further worked into a final design. Their design was chosen due to its rather futuristic look from and its sleek design allowing it to contrast more nicely with the Oude Markts surroundings. Furthermore it also allowed people to sit around a fountain like in a campfire that gave it a nice social aspect, and created a more cozy and relaxed atmosphere.
B6: Box Concept
B5: Chosen Concept
Petite Park.
B7: Green Bench Concept
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Product Interaction The final design included a number of product interactions. This achieved the objective of a pop-up space where people could relax and socialize as well as create the cozy atmosphere of the Oude Markt. The ergonomic seating, fountain, lighting and circular shape, formed an enclosed and comfortable seating area in the middle of the Oude Markt, where people could both sit and relax as well as socialize with one another. The plants located around the seating area further enclosed it from the outside, and could be enjoyed by both those sitting inside and those walking around the pop-up space. Ramps were added to make it accessible for disabled people as well. Additionally, a trash bin was placed for people to use sitting within the pop-up space or passing by, and compensate for the lack of public trash bins at the Oude Markt.
Model of the final product + explanation to the next 2 pages
B8: Human Product-Interactions
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Petite Park.
Final Design The final design of the pop-up space had several additional features compared to its original concept. These included the addition of pot plants around the seating area, the addition of a trash bin and access ramps, improved ergonomic seating, as well as coloured lights on the fountain. Many of these additions were to improve the pop-up space’s product interaction. Aside from these changes, the main support roof structure which was originally a straight beam, was also changed to have an arch shape, resembling a tree branch, giving it a more organic look. Solar panels were also added to the roof, in order to allow the pop-up space to generate its own electricity to power its lighting and fountain. Its futuristic look, along with its cozy atmosphere it created, allowed the Petite Park to both serve as a new place to rest and relax at the Oude Markt, and have a contrasting yet complementing design. Allowing it in the end to solve the dilemmas we faced earlier in this project. B9: Design Details
Petite Park.
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03 Skate.
Module 4 - 2019 Design and Meaning In Design and Meaning, my group and I had to create a product for a sport of our choice that would create a meaningful interactive experience for the user. The sport we chose was adolescent figure skating. We mainly chose this sport because it is quite a unique sport; not too main stream, and we were all passionate with a high interest in the sport. As a designer I enjoyed this project, as it thought me more on how design could be used to improve a person’s well being.
Mapping out Experience In order to design a meaningful and interactive experience for the user, interviews with adolescent figure skaters as well as literary research from research articles was conducted. From this research we were able to create an experience map, which mapped out the users experiences, emotions, and challenges over the period of one year. With the experience map we discovered that the figure skaters often experience a stress peak after their two week summer break. This was caused by being stressed to start again after the break and that they were concerned to have unlearned their skills. Thus the goal was to design a product that would ease this transition by reducing their stress and anxiety. C2: Figure Skater
C1: Experience Map
Skate.
C3: Figure Skater
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C4: Various Armband Designs
Iterating Meaning In order to create a product that would ease the figure skaters transition after their break we brainstormed on ideas that would help refamiliarize their figure skating environment for them. There were two main types of ideas, namely, devices used while the skater is skating (on-ice) and devices used when the skater is not skating (off-ice). One of the off ice ideas were the beads. Each bead was intended to represent a stage in the skating program. These beads allowed the skater to get a visual and tangible overview of
their program, and hence make it more familiar to them, reducing anxiety and stress as it helped familiarize the program. A notable on-ice idea was the pulsating device placed on the skaters arm or leg, intended to pulsate at a certain frequency that would make the figure skater feel calmer. This would make the skater easier to cope with their surrounding environment, and reduce their stress and anxiety.
C5: Early Bead Designs
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C6: Early Pulse Device Design
Skate.
C7: Design Development for the Beads
Concept Development In the concept development stage, we further worked out the beads and pulsating device. The beads were intended to show the user their achievements. Acting as a tool to reflect and inspire future events, rather than just give a clear overview of the future. The design of the beads was also worked on, with the bead representing the spin movement being shaped more like a cone, representing how the spin movement is done a bit more accurately. Starting with a small spin in the beginning where the legs are close to one another, and ending with a large spin in the end. Although on the image the center is hollow, the eventual bead had a solid center. For the pulsating device, it incorporated both an on-ice and off-ice design. The device would record a certain movement and translate it into unique pulses. After skating and when the user is stressed, the device could play the pulses it recorded of the unfamiliar movement. This would help familiarize the user to the certain rhythm of the movement, reducing uncertainty and stress in the process.
C8: Pulse Device Concept Sketch
Skate.
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Final Design
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The final design of the device is a small product, which can be attached to clothes or a bag etc. It followed an office approach, as we believed it was more important to handle the stress of the user before they hit the ice as this is where the stress was often the highest. Furthermore it also allowed them to reflect on their progress and feelings after they were done from skating, and experienced stress in their daily lives.
their focus on something else, it will help them to reduce stress.
Pulses were now based on the rhythm of the music the figures skate to, allowing them to become more familiar with the movements for each part of the song, and allows them to imprint the rhythm into their thoughts. During moments of stress caused by insecurity in skill level, the user can grab the product and play the rhythm of their program’s song on it. By shifting
These two functions of the product will help the user to reduce stress at the moment. Allowing the user to make the experience more meaningful to them in the end. To help the user to reduce stress on the long term, the product comes with an app.
Also attached to the product are a few of the user’s most recent beads, which are received after achieving certain skills. During these moments of stress, the user will see the beads and be reminded of their skill level. Making the beads serve as a tool for inspiration and boosting confidence.
Skate.
Usage of the Design Skate.
C9: Final Product Sketch
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Similar to the Bean Car, an app was created to complement the main product. The app followed a mindfulness-based approach allowing the figure skater to be more aware of their own skills and abilities as well as have control over their thoughts. Daily mindful exercises such as breathing exercises allowed the user to feel calmer and reduce anxiety and stress. After exercises users could document their experiences; writing down their thoughts during exercises and triggers that disrupted their attention. By better understanding the challenges they faced, the user could better understand how to overcome it in the future. Furthermore, the app could also be connected with the pulsating device, so that the pulses could play in a rhythm of a song of the user’s choosing. This allows the user to become more familiar with the movement associated with the music, further reducing anxiety and stress and unfamiliar situations. The user can also connect their headphones to the pulsating device and app, to let the experience be more immersible.
Developing the App C10: App Layout
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Skate.
C12: Mock-Up Usage
Mock Up Model We created a mock-up model for user testing , win order to evaluate and improve the final design. The mock-up model allowed us to see how the product physically feels and fits as well as how it functions. It was able to carry out its basic function of pulsating, but only limited to a certain basic song which was Si Semut or The Ant. C11: Mock-Up Placement
Skate.
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04
Infinity.
Module 4 - 2019 Design and Styling Infinity was an individual design project, where I as a designer had to design a product that could represent me. It would be a product I would give to those close to me before I go on a trip with no guarantee of return. Although being quite sad in origin, it did give me as a designer the opportunity to explore how I could turn abstract ideas such as a persons characteristics into a functional product.
Who am I? I began exploring my identity using a variety of methods, such as a storyboard representing my life journey, a mind map, and a collage which you can see on the left. Through these methods I was able to define who I am. By understanding significant key events in my life and how they shaped me as a person. An example would be how university life made me more independent, while my family also played a key role in shaping me to become a more kind and caring person. The collage and storyboard also helped define what I like in terms of shapes, forms and colours. For example I like the sleek, aerodynamic and elegant design of futuristic objects, but also embrace the warmth and complex but yet simple design of more traditional objects.
D1: Style Collage
Infinity.
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Translating Character into Form Having defined who I am as a person, I could finally begin to translate my characteristics into a specific type of form. I began this part of the design process by translating some of my key characteristics into abstract shapes, as seen in figure D2, and at the same time brainstorming on how to represent my identity through a specific object, as seen in figure D3. In figure D3 some of the ideas I had were to create a rocket that represented my life through different stages; a turtle which hides but would come out with a push, representing my shyness and support of my family. Another idea was well as a world ball that contained a hidden treasure inside, which required a key to open. I choose both tracks, as when I design I like uniqueness which I in this case represented through abstract design, as well as practicality since I want my designs to function in some sort of way. Eventually I decided to combine both practical and abstract shapes and focused more on the idea of infinity, a symbol to express I would always be there for my family, still be able to take care of them and reassure them when I am gone. Hence I tried to visualize how I could represent infinity into an object, resulting in the birth of the idea of the infinity lamp.
D2: Form Study
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D3: Rough Ideation
D4: Ideation of Infinity Lamp
Infinity.
D5: Concept Sketches for the World and Rocket Ideas
Conceptualizing Symbolism Infinity.
D6: Concept Sketches for the Infinity Lamp
From the ideation phase, I chose three ideas to be further developed; the world ball with a treasure inside it, the multi-stage rocket and the infinity lamp. These ideas were chosen as they could best represent my identity and serve a specific purpose. For the rocket I thought about the different batik motifs I can use for each stage that could best represent certain stages in my life, while for the world ball I thought of how I would position and design the stand that held the world ball representing how my family kept my world in balance. Lastly, for the infinity lamp I thought of different ways a Möbius strip could be made to create an infinity like shape. I chose an ‘8’ shape as the most appropriate shape.
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D7: Sensor Placement Detailing
Out of the conceptualization stage, I chose the infinity lamp as the final concept that would be further developed into a working prototype. My choice was based on how the lamp represents my characteristics of caring and friendliness through the warmth and comfort it provides for my family. Its infinity shape was both unique and appealing to look at. Having chosen the infinity lamp, the final details were to be worked out in the detailing phase. Things that were further developed were the thickness and texture of the lamp, and the placement of the LED strip. An extra feature which I added was the motion sensors that would turn the lamp on when someone passes by. This allowed the lamp to better represent my caring characteristics, by allowing me to be there for my family and loved ones without them having to think about it.
Working on the Details D8: Texture & Thickness Detailing
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D9: Light Positioning Detailing
D10: Sensor Placement Detailing
Infinity.
Creating the Lamp Creating the infinity lamp was no easy task, as it was both a abstract and complicated shape to produce. Although unorthodox, I eventually decided to use metal wiring for the frame along with clay to makethe model of the lamp. I used a lot of layers of clay until the right thickness was achieved along all the sides of the
lamp. After having applied all the clay, it was left to dry to give the model a firm structure and shape, preventing any further deformation. Since the clay itself wasn’t smooth, rough edges were removed using sanding paper, producing a very sleek and elegant infinity shaped structure. With the shape ready, I painted it silver for a metallic
and clean look. Lastly, the LED strip was added to the center of the Möbius strip, producing the product now known as the infinity lamp.
D11: Sensor Placement Detailing
Infinity.
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Where one journey ends, another one begins E-mail: dariusap2000@gmail.com
LinkedIn: Darius Pane