Projects overview
Year 2 Projects

IDEFINE
Commissioned by the Municipality of Eindhoven and Het Eindhoven van de Toekomst, IDEFINE was a TU/e–Lucid collaboration aimed at engaging citizens in shaping urban ambitions.
A team of four developed a hybrid participation system: a physical voting stand modeled after Eindhoven’s logo paired with a digital media campaign. This was grounded in interviews, cost analysis, and UX mapping.
I contributed to research and was lead on designing, CAD modeling, and rendering the stand.
This project led me to pursue Social Design, realizing I thrive when designing with and for people.

TELLUS
Developed within TU/e’s Industrial Design program by a team of four, Tellus is an interactive shopping mall booth using RFID scanning, environmental impact feedback, and AI dialogue to raise awareness about fast fashion.
Grounded in the Transtheoretical Model of Behavioral Change, Tellus encourages more sustainable shopping habits through retail collaboration, gamification, and dialogue-based engagement.
As team lead, I oversaw design and reporting, contributing to behavioral design, prototyping, AI integration, and testing.
This project deepened my interest in AI’s design potential—an area I now actively pursue in both creative and technical aspects of my work.

Sustainability
These projects were developed during three modules focused on Sustainability: Regeneration, Rights of Nature, and Circularity, explored in a team of four.
We examined multi-species relationships, created a persona-driven manifesto for a non-human, and explored circular product systems. My role included sketching, co-leading research, aesthetic development, scripting, video direction, and visual report work.
My views on sustainability changed from human-centric, to one of co-species growth, where all beings deserve the right to thrive together as an ecosystem. Which is something I aim to consider within all my future work by doing the same analysis on my own work.

Other Minor Projects
DCE – An interactive escape room centered on bomb defusal, combining digital interfaces and physical components via networked systems to create an immersive DIY experience. Watch the experience here: https://youtu.be/VoPgiu3Vd2E
DIM – Built on Empyria, this project reimagined the game through market, stakeholder, and service analysis, transforming it into a sustainable educational product. Real companies like HEMA were examined for viability.
G&P – “Fluff Fugitive” is a hybrid game where physical objects placed on a platform affect the in-game world, enabling puzzle solving and object merging.
D<>R – A study on digital-physical community dynamics in running groups, using design probes and thematic analysis to explore motivation, emotion, and connection.
Together, these courses expanded my skillset and deepened my development across all expertise areas, particularly in U&S and T&R.
Year 1 Projects
Developed within TU/e’s Industrial Design program, Empyria is a hybrid board game teaching stakeholder thinking through negotiation, crisis resolution, and inclusive design—originally focused on Autism, later expanded for broader use.
Created by a team of five, Empyria combines physical elements with a digital platform. Research involved educator interviews, persona building, and rapid prototyping.
I led ideation, game mechanics, and prototyping, while contributing to research, user testing, and collaborative planning.
I developed to understand that creating the space for other ideas is important, and how to better collaboratively ideate

Mimet
Mimet was created during a TU/e design research project, where our team built a narrative-driven, sensor-integrated storage companion merging mechanical function with emotional storytelling.
Developed through weekly thematic workshops, Mimet reacts to gestures using an ESP32 camera and features mechanisms like retractable eyes and candy dispensing. I led the team and designed the full prototype, from concept to fabrication and visual communication.
Skills: Human-centered design, CAD, prototyping, storytelling, electronics integration, and material testing.
I took up a lot of the work in this project, and learned to stand up for myself within a team better and distribute roles amongst teammembers.