HI! · 2019-10-11 · In the project, we applied this by making a personalised insole that makes...
Transcript of HI! · 2019-10-11 · In the project, we applied this by making a personalised insole that makes...
HI!
MATERIALS
TOOLS
PROCESSES
OPPORTUNITIES
DESIGNRESULTS
DESIRES
EXPLORE & REFINE
TEST EVALUATE
SYNTHESIZE
(Machinery, Set-up, Software)
(What do I expect? How is it different?)
(A product or service with market potential)
(Raw material properties, Combinations)
(How are the tools used, which settings, in what
order)
(What do people or the market want?, What do I
want?)
(What kind of products would benefit? How could we change
the behavior? What are the consequences?)
I’M BART PRUIJMBOOMDIGITAL ORIENTED CREATOR OF TANGIBLE DESIGN
With rapid improvement of computer processing speeds, and an enormous rise in both democratization and improving market viability of Computer Aided Manufacturing in terms of quality, speed and costs, companies can innovate their products, services, and production lines. This opens up so much potential for the creation of tangible design that can benefit both humans and the environment. I can help you with exploring and developing the opportunities of these new materials and processes through tinkering in a scientific, analytical way, after which I can validate these concepts with market analysis and user testing. Next to that, I find it important to consider all the intended but also unintended consequences this concepts might have: will we actually make a better world, or are we creating just another problem?
PRINCIPLES
• USE LESS MATERIALS
• MAKE BETTER PRODUCTS
• BE MORE EFFICIENT
• CREATE MORE VALUE
• BE RESPONSIBLE
SKILLS
• GENERATIVE DESIGN
• BOTH DIGITAL AND PHYSICAL PROTOTYPING
• REAL TEAM WORKER
• SELF DIRECTED
• ANALYTICAL
HOW I WORK
DIGITAL CRAFTSMANSHIP
Duration: 10 weeks (2 days per week) Team: Ane Castro Sudupe, Núria Costa Ginjaume, Stijn Ebbers, Niek van Sleeuwen
In this project I explored different computer aided manufacturing methods, such as laser cutting, 3D printing and embroidering. I went through an iterative process in exploring aesthetic and material properties, together with two industrial design students and two Spanish Fashion students.
In the project, we applied this by making a personalised
insole that makes use of a 3D scan, and is then 3D printed. The uppers were chosen for their new aesthetics and performance in supporting certain parts of the foot.
This project laid the basis for my internship and Final Bachelor Project.
SOLEMAKER
Duration: 4 months Company coach: Troy Nachtigall
During my internship for the Solemaker.io project, which was started as a research project in the ArcInTex programme at TU/e that creates personalised footwear by means of digital fabrication (in this case 3D printing and laser cutting), I was involved in the creation of a module that created patterns for uppers, and iterated on the design and custom slicer of the soles in order for it to be longer lasting, print cleaner, be more reliable, quicker and provide for better use of pressure data in the sole.
Other responsibilities were presenting this project at the 2016 Dutch Design Week (DDW) and advising and helping others working in the Wearable Senses Lab. All of this done with a large amount of independence, while my supervisor was mainly residing in Berlin.
SHOEMAKER (perflex)
Continuing with the knowledge I gained during my internship for Solemaker I started my Final Bachelor Project within the same theme. However, in the past period I found several strong points of improvement in the Solemaker system and within the footwear industry in general. Shoemaker is a system that looks at 3 different parts in the life of a shoe: the design, the production and the purchasing of a pair of personalised shoes. I created an interface for designers to create generative 3D
printable designs, with options for shaping the shoe, adding color, structures and textures, while insuring a good fit for any foot. This was developed based on multiple sessions with students of footwear innovation school Footwearists (previously SLEM) to see their needs and current knowledge base.Other responsibilities were presenting this project at the 2016 Dutch Design Week (DDW) and advising and helping others working in the Wearable Senses Lab.
Duration: 1 semesterCoach: Stephan Wensveen
Solemaker: Individual project (Perflex in collaboration with Niek van Sleeuwen en Brigitte Kock)
Although there are several 3D footwear design packages available, they require a major shift in mindset from the designers while still not being made for and unable to take advantage of FDM printing. To make this happen, I developed my own code slicer with self-supporting structures so no support structures are needed anymore and customisable surface textures. Together with two other graduation students working on ultra-personalised wearables, we created Perflex with the help from a Design United grant: an online system that combines the
back-ends of these projects and allows others to contribute as well. Other student can benefit from this immensely as they do not have to set up this system from scratch anymore. Perflex was also exhibited at DDW2017, DDW2018, Wardrobe of the Future, and Material Experience 2018.
CONFI
CONFI is a combination of a wearable device for newly schoolgoing children and a stylish cushion for their parents. These young children can be very shy and uncomfortable in this new setting, with a lot of other children and a different adult in charge. Some of these children need a little boost in their confidence, which is done by emulating the hug that their par-
ents give them via the pillow to let them know they are think-ing of them, even though they might be far away. This concept was developed together with a kindergarten teacher and his students.
Duration: 1 semesterCoach: Arne Hendriks
Team members: Stijn van Geffen, Brigitte Kock, Adel Moin
FLOW
Flow is an alarm clock design containing a reciprocal snooze button. The design distinguishes itself through its tangible interface, which is based on intuitive interactions with a wave for each of the alarm’s functions.
The reason I chose this project came from the interest in tangible interfaces. As products are becoming more and more screen based, I see value in physical products, as there are a lot of possibilities in a richer interaction. Furthermore an iterative process was highly stimulated, which would help me in putting
design doing into practice.Together with people their waking rituals (questionnaires)
and first-hand experience, we came to this design by the means of multiple LoFi and higher fidelity prototypes (sketches, cardboard models, laser cut patterns, 3D models, working electrical prototypes, etc.)
Duration: 1 semesterCoach: Meerthe Heuvelings
Team members: Marco Putzu, Byan Yip
current time displayed on 12 hour clock
LED ring placed on the front of the
devicealarm time
amount of time until alarm goes off
add time by pushing the wave into the clock
wave flows towards speaker
time passes
wave has reached speakers, alarm
goes off
it is now the set alarm time
snooze time
every time you snooze, pulling the wave becomes
harder
The Half Hour Light is a design built on creating awareness of your artificial light consumption and its effects without being disruptive in the daily life. It inherently asks for the user to slow down and prepare to go to sleep. The physical design were kept to a minimum and tuned to this ritual.
Duration: 8 weeks (1 day per week) Individual project
HALF HOUR LIGHT
Next to giving me a new medium and the skills to use them, to use as a tool in designing just like sketching, this elective has taught me about designing for interaction with physical products. Cardboard modelling is a quick and easy way to create interactive prototypes that follow the proportions of a human body. It showed elements of how to create affordances, the relation between a form and a function through interaction.
We had to apply this to a multimedia device that had multiple required functions, which showed both the importance and the challenge in this assignment. However, with the supplied tools, this was a very fun challenge.
Duration: 10 weeks (1 day per week) Individual project
RICH INTERACTIVE MULTIMEDIA DEVICE
BIKOACH
This was a project for a B2B integrated electronics company in which the team was challenged to design a heart rate measuring device for on the bike. In the process the context was thoroughly investigated and a market analysis was done to redevelop this concept. This minimum invasive health coach in the shape of a connected bike handle and app targets commuters that use their bikes to travel to work.
A large part of the effort has gone into creating an ergonomic handle that guides the hand of the user to the optimal location
for measuring. Furthermore, some technological advances have been made to ensure proper measurements while cycling over bumpy roads. All of this was then worked out in order for it to be manufacturable and with condideration to cost price and environmental effects. The results were met with great enthusiasm from both the client and the assessors.
Texture at palm & thumb Secure feeling of holding the grip
Smooth silicone surface Skin friendly touch at more sensitive part of fingers.New for user
Pattern Direction creates focus on sensor & LEDs. Guidance of hands towards sensor
Colour & pattern distributionColor blocking, recognizable icons and pattern
Ergonomic shapesHand positioning guidance. Fixed hand positioning for measurements
Focus on innovation: crossing/directing towards sensor.Emphasises on the switch and LEDs for usability
Linework & overall shapes
Regconisable and contrasts with existing grips. Pointing towards direction of cycling, Resembling growth and progress (flow)
Linework meaning
Masculin & femenin shapes & linesEnergetic but supportive experience. Generating intrinsic motivation instead of a push. Fitting with trends and forms in existing bike market
LEDsRound led shape with 2nd led enclosing first led in supportive way. LEDs have a distinctive color under the silicone.
Recogonizable branding according to client preference
Logo part of linework
Duration: 1 semesterCoach: Olaf Wit
Team members: Femke Maas, Mark van der Smagt, Jorinde Smits, Lindsey Vermeer, Ginny Yang
A B C D
INITIALIZING MEASUREMENT
MEASURING HEART RATE COACH MODE
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MEASURING FREE RIDE
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heart rate found
try again
heart rate lost
heart rate found
heart rate lost deviate
BUZY LIFE
FAMILY
HEALTHY
2,11,55
1,83,33,63
5801
0,61,612
0,35
10,5120
51,085,2843,21,05
10,01
111
0,11
6111111
Part
Display LEDs (Red 3mm)6DL - 1221H13,5 Haptic ActuatorAtmel ATmega64 RISC CPUHeart-rate MAX30100MAX30100 LEDBluetooth RN-4010Accelerometer
Power consumption during usage
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FEETBACK
FeetBack is a data driven football practice tool. It adds value for football players of all ages and levels, coaches and clubs with its responsive games that will motivate players to work on their weaknesses, aids team building and creates an overview of players their progress. The system consists of two ankle bracelets per player, a mobile application and a central database.
From hardware prototyping, to creating a connected mobile application, project planning and testing the concept in an actual training session.
Duration: 1 semesterCoach: Hugo Nagtzaam
Team members: Marit Proper, Marco Putzu, Menno Renkens
BART PRUIJMBOOM
EDUCATION
September 2017 - current MSc. Integrated Product Design, Industrial Design, Delft University of Technology (TU Delft)
September 2014 - July 2017 BSc. Industrial Design, Eindhoven University of Technology (TU/e)
September 2008 - July 2014 VWO (NT(nature and technology)+NG(nature and health), Gymnasium), Dominicus College, Nijmegen
WORK EXPERIENCE
August 2016 - December 2016 Design intern at Solemaker
November 2016 - December 2016 Student assistant for Digital Craftsmanship Elective at TU Eindhoven
July 2016 - August 2016 Lab assistant at Philips Photonics Eindhoven
MISCELANEOUS
Exhibitions of project work
with Solemaker at Dutch Design Week (DDW) 2016; with Perflex at DDW 2017, DDW 2018, Wardrobe of the Future 2018, and Ma-terial Experience 2018.
Design workshop, St. Petersburg, Russia (July 2016)
Project workshop organised by TU/e and Peter the Great Polytechnic University with Gonzo Design in order to create solutions to improve the Ligovsky Proskpekt former industrial area in St. Petersburg, and create a lively and thriving neighbourhood. The results were presented to the Consul General of the Kingdom of the Netherlands.
Graphic design and other volunteering at local swimming club ZV Wijchen (2015-2017)
Promotional posters and other images for recruitment, updated logo design and advice on webdesign. Furthermore, I helped in recruitment events and the orginisation of club events.
SKILLS
Digital design and prototyping
Adobe Creative Suite/Creative Cloud, Processing, Java, C++, HTML/CSS/JavaScript, AutoCAD Fusion 360, Rhino Grasshopper
Physical design and prototyping
Arduino/Particle, CAM (FDM, SLA, SLS 3D printing, laser cutting, 3-axis CNC-milling), Manual model making
General design skills
Market analysis, User research, Interaction design, Teamwork, Analytical mindset, Self-directed
Documentation
Adobe Creative Suite/Creative Cloud, Microsoft Office, Photography
PERSONAL DETAILS
Full name Bart Armand Pruijmboom
Adress Lisztstraat 22, 2625BJ Delft, Zuid-Holland, The Netherlands
Phone +31 6 54338690
E-mail [email protected]
Date of birth 25-08-1996 in Albuquerque, U.S.A.
Nationality Dutch
Languages
Dutch (native), English (Proficient)
Hobbies
Photography, DIY home/product improvement
DIGITAL ORIENTED CREATOR OF TANGIBLE DESIGN
I explore the hidden possibilities of computational design and the tangible materials it affects to create responsible products and services.