Interaction design is an entangled interdisciplinary field where design and technology serve people in specific environments or tasks for positively enclosure of information by products and services. Creative appliance of up to date technology, design and scientific knowledge increase successful usable designs of hardware and/or software. And more.
• Conceptional design
• Multi media solutions
• Usability review/heuristics
• Product design
• Methodological approach
• Technology independent
• Multi-disciplinairy project driven
• Consultation
Installations:
• ApartGame console
The ApartGame is a large round robust tabletop game platform for public use, serving social and active games. Icebreaking with strangers and allows face-to-face collaboration in competitive and cooperative game play with up to 10 people at once. With easy to play games on a colourful grid of cells giving it a new experience of gaming.
User studies and research has improved the ApartGame significantly to a market ready product.
The Weeble is a chair with a display in front. Part of the interface for playing games is the movable seat whereas the frame is fixed, operating such as the mouse cursor. In a set connected together by a network, action from other chairs followed on each display. Moving hips from left to right moves the visual representation of the user. Pong is a game for the prototype but games as a drive simulation creates an active form of entertainment and other usages are under investigation.
• ScratchWorx
The ScratchWorx multi-media console for live performance DJ/VJ shows, with 3 (or more) people simultaneously! All digital material is mixed equal to DJ/VJ's by hardware controllers. De Waag develops underlying software named KeyWorx and continued the prototype to a next level, by Bas van Abel and De Waag team.
Today's life, is busy. A customer specified Content Management System for easy and friendly data entry to present on the web.
• Web application Incodelta Zuid-Nederland
Incodelta Zuid-Nederland is a government agency established to improve logistic issues for the four southern provinces of The Netherlands. Many policy-making officials working together on specific projects. To streamline there needs, wishes and desires an intranet application with project related tasks (e.g. timeline, files, notes, targets, (public) descriptions etc.) was developed. Users have different levels (project member, leader etc.) for one or more projects and granted access to parts of the intranet after login.
• (Dynamic) Websites:
A website on itself might not be enough, the products presenting, visitor responses or descriptions need a quick update. And preferably without interference of a technical person to make adjustments. A Content Management System (CMS) customized for each goal is easy maintainable, via log-in employees can make these adjustments themselves just as other applications on the computer.
• Moccah, The Box, item "Home of the Future", May-2006
• School TV, Ned 3, Teleac NOT, Jan-27-2005@10:35
• School TV, Ned 3, Teleac NOT, Dec-22-2004@11:15
• VPRO TV guide, extra Cinekid suplement, #42, 2004
• RAM, live broadcast Gala Dutch Film festival, Ned 3, VPRO, Oct-10-2004
• Eindhovens Dagblad, page 14, Sep-02-2004
• Viva #34, page 66, 2004
• BNN United, Radio 2, Jul-22-2004@21:10
• Spits "Computer om op te rammen", page 4, Jul-15-2004
• Daily Tiger (IFFR) "Twist, but don't fall over", page 18, Jan-29-2004
• Het parool "Kinderen spelen in de digitale speeltuin van Cinekid" Oct-19-2004
• Utrecht Nieuwsblad, Nov-08-2003
Publications:
Hendrix K., Guo Y., Mortel van de D., Tijs T. (2008). Designing a Head-Up Game for Children. In: HCI2008 Culture, Creativity, Interaction at September 1-5, 2008.
Abstract
Head-Up Games attempt to combine the technological benefits of modern electronic games with the social and physical advantages of traditional games. To demonstrate this concept, a Head-Up Game for 9- to 11-year-old children was designed and developed iteratively, with intensive involvement of children for play-testing. This paper describes and reflects on the game's design process and the implications regarding the concept of Head-Up Games. The final game, Stop the Bomb, was found to be physically and socially stimulating, understood and enjoyed by the target group, and preferred over a non-electronic version of the game at first encounter.
ApartGame is a tabletop platform that supports multiple games for social environments and intensive public use. This paper summarizes the design of ApartGame and the results from preliminary user evaluation. The integration of physical control and digital objects was a crucial design decision and it made the games on the platform tangible.
Based on the continuous increase in functionality of interactive products, tangible user interfaces are coming up. We will address one important design challenge: how to design the feedback of the internal state of the interactive product in a natural way. Although already several solutions are possible, we will introduce a new approach via smart materials. With smart materials the feedback of tangible I/O devices can move from passive to active forms. Based on a general concept of active forms we will demonstrate and discuss the state of the art of using smart materials to explore a new design space for feedback in human computer interaction.