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In this section, I reflect on how the courses and expertise areas have been integrated into my project and describe my level of development within these areas of expertise. 

My skill set expanded from user engagement and human-computer interaction to advanced domain competence in collaborative design throughout the course of my important 2.5-year master's degree. The move was highlighted by an academic shift in which I pursued a research-first approach that identified innovation gaps and made use of new technology.

The Birdo project piqued my interest in personal (health) data. This fascination expanded into a multifaceted examination of user data interaction, manifesting itself in initiatives like Cre.ate, which integrated sensory data (taste) with design characteristics. My master project, in which I translated speech into visual projection, was the climax of my investigation, establishing my identity as a facilitator of AI-supported ideas and my preference for Human computer interaction. 

I realised the power of user engagement and moved from surveys to co-creation. Working directly with users in scenarios and workshops, such as the speculative'magic machine' session, not only gave great insights, but also improved my feedback, storytelling, and pitching skills. This humanistic approach was strengthened by observing individuals in their natural environment, which enriched the design process with real experiences.

Collaborations with a wide range of stakeholders, including Rise, Philips, PSV, NS, Alzheimer Nederland, and Brightlands, gave varied viewpoints and impacted the products and ideas I created. My partnership with PSV and Alzheimer Nederland, in particular, resulted in the creation of an inclusive concept (koos) for persons with dementia. This plan, which was approved for the PSV Philips stadium, demonstrated the societal influence that design can have.

The presentation of my proposal Visul to major companies such as Philips, Made, and VanBerlo resulted in interesting conversations. Eventually, I spoke to Dept about trying the system during one of their co-creation sessions. During CHI 2023, my design developments drew academic attention, leading to talks regarding PhD options.

Expertise Area's 

User and Society (US)

User and society expertise is the foundation of every design process, which is central to my practise and my final master's project, Visul. I see this area as the point for interaction between the user and the surrounding environment in product development. multiple user study methods and design critique play a significant role in my methodology. They enable me to understand how people interact with a product, paving the way for behavioural change and social innovation. Through my project Visul, I have applied multiple user research methodologies to address the question of how AI can facilitate creative collaboration, which is fundamental to user-centred design. This methodology empowers users and enables me to function as an idea facilitator.

Creativity and Aesthetics (CA)

The aesthetics area is a thorough delve into the interaction between person and product, concentrating not only on the product's appearance, but also on how it feels. Integrating the product seamlessly into daily life, embodying familiarity and simplicity amidst complexity, is the essence. To prototype and shape the final product for Visul, I utilised a variety of materials, including foam boards and laser cutting, as well as interactive workshops. The emphasis was on producing convincing prototypes for capturing valuable feedback, making the visualisation of the product a crucial aspect of the creative process.

Design and research process (DRP)

Integrating qualitative and quantitative data analysis, this section represents the path from ideation to academic contribution. Using methods learned in Constructive Design Research, I concentrate on the research's final objectives. Through submissions to conferences like CHI 2023, I've realised the significance of simplicity and clarity in academic writing. In Visul, I utilised the Design Odyssey framework to structure my process and articulate my future vision for design research.

Technology and realization (TR)

This field translates concepts into tangible, usable experiences, serving as the link between design and technology. In my final master's project, Visul, I honed my technical skills by learning and implementing Python for application development. My focus was on establishing links between the code written for AI models and a physical product, providing users with a direct experience of the tool's functionality.

Business and entrepreneurship (BE)

This part focuses on a product's commercial viability and market potential. My perspective includes not only the establishment of a startup, but also the understanding of underlying strategic concepts, convincing of stakeholders of the product's worth, and the knowledge of organisational structures. For Visul, I sought to businesses for feedback, extensively presented my project, and attended guest lectures on startup formation, all of which contributed to the creation of a product that was ready for the market.

Math, data and computing (MDC)

The subject focuses on data analysis and the transformation of complex data into an understandable representation. Understanding the underlying principles of machine learning and AI models, without necessarily implementing them. For Visul, I investigated the working mechanisms of AI models and their application in my context, in addition to conducting thematic data analysis, which provided me with an in-depth understanding of the results of my research. 

​At the start of my Master's program, I assumed my role as a designer was to be a bridge between design and technology. While that remains somewhat true, my chosen areas of expertise - User & Society and Creativity & Aesthetics - have further refined this perspective. These examine existing interactions and employ innovative methodologies to improve them.

However, these areas of expertise are more extensive than described above. They combine four distinct facets: societal problems (society) are addressed with a focus on the user or the one experiencing the issue (user), and these are brought together in a creative, out-of-the-box solution (creativity) that can be genuinely used and appreciated by the user (aesthetics).


These are merely two of the six areas of expertise that are already interlinked, but after 2.5 years, all expertise areas are interconnected. To provide a clear overview of my development from the beginning to the designer I am now, I have created a visualization of my past and present design approaches, incorporating the various collaborative components of these expertise areas.

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