Bachelor project 1
Bachelor PROJECT 1


While everyone can listen to music, the pleasure of making music is reserved for only a few. You need to know music theory, an instrument, or a lot of time to study a program. We want to change that.
Muxe is an interactive product that allows everyone to create music in a fun and simple way. The hexagonal plates are different instruments that can be played by placing, turning, and changing the small attachments on it. On the main module, you can connect your phone and record your creations. The design, with big modules and many small attachments, enables multiple people to work in one collective activity.
Guitar, Piano, drums? Play them all with “MUXE” and create the soundtrack of your life.
Designers
Kaj Coolen
Elena Dagg
Carmen Enriquez
Rodion Galiullin
Jeppe Groen
engineering design
Engineering design



In the context of smart homes and helping people with memory loss to live independently in their own home, Sink Security was designed.
Sink security is a water detection system, which can be used to help prevent water overflow in sinks, bathtubs, buckets, etc. when in the process of filling it with water (running tap). The main device can be attached to any smooth surface using suction cups, and can be activated by one simple touch. When water reaches the sensor, the companion module (shaped like a droplet) will start to vibrate with a gradually increasing intensity. The device is also accompanied by an app, which serves as a second security measure.
Designers
Thomas Bushman
Kaj Coolen
Noa Coolen
Jasper Gulikers
Djavidan Kasoemov
Danick Triantis
Friso Veldhorst
bachelor PROJECT 2
bachelor PROJECT 2


Communication devices such as phones allow for thoughts to be exchanged, but it doesn’t pose a personal way of expressing one’s self. Especially in terms of closeness.
The problem that our design aims to solve is the withering of relationships and/or contact between people due to the lack of (intimate) social communication between them.
The device, called ShrubBud, is a houseplant compatible kit that connects you with the people you wish to socialize with. The basic concept is that it stimulates the experience of being together through multiple senses.
Each user can share a flower representing the person they wish to connect with, through which they can communicate with one another.
Designers
Alesander Aydin
Nidia Béjar Kurtin
Kaj Coolen
Yvonne Ubbink
bachelor PROJECT 3
bachelor PROJECT 3

research project:
What is the influence of gamification on the intrinsic motivation, and execution of exercises in balance rehabilitation practises?
At Adelante, patients with chronic pains in the lower half of the body can rehabilitate, in order to help improve their balance and hopefully relief them of their pain. Currently a device that uses two scales is used, but the exercises are perceived as being tiresome and non-motivational. In a previous design project, a possibility was presented to change the scales to a modified Wii balance board. This provides the opportunity to change the exercises by creating a gamified version of the therapy, but currently it is only used to generate improved feedback and visualizations. In this research two questionnaires were used in combination with observations in order to better understand the trade-off between intrinsic motivation and the quality of the performed exercises. The research shows that the game significantly improves the intrinsic motivation of the participants, but the movements were executed slightly worse compared to the plain exercises.
Designers
Jelmer Braamskamp
Kaj Coolen
Gwen Eijmael
Matin Maskitou
Client

Internship at Denimx
internship at Denimx



For internship, I was able to join Marc Meijers in his one-man business, called DenimX. His company focuses on finding sustainable solutions for the enormous amounts of textile waste that are produced each year, by creating new products using recycled textile fibres.
I designed and built a brand new company website, sales brochure and got to work on the development of a number of products that are yet to be released.
DenimX website, images and logo - © 2024 DenimX, Marc Meijers
final bachelor project
final bachelor PROJECT

Avacell is a conceptual line of toys that will enable children to engage in tangible remote play through character creation and sharing. The line consists of an app, the AVAcells and AVAbodies.
Children can play remotely by sharing their avatars through the app. Once their character has arrived in a remote AVAcell, and is inserted into an AVAbody, the child will gain remote access to that toy (including audio/video communication) and some functionalities based on the body, e.g., rotating the head, or driving controls. This way children can still play together, even when not in the same room, offering a new dynamic form of play that incorporates elements like role-taking, changing perspectives, pretend play, and more.
Designers
Kaj Coolen
master project 1
master project 1


eye of the cyclops
Discover the value of augmented reality in tabletop games through novel game mechanics.
THE PROJECT
Augmented Reality (AR) has been around for a while. The user experience value it brings to games and play is a topic that has not seen much attention. Most AR applications are gimmicky, and often use the technology solely for placing virtual objects in the real world. In our project we aimed to explore what value the integration of AR in tabletop games can bring to the user’s play experience. We explored our topic through exploratory prototyping and playtesting, which led to our final board game design: Eye of the Cyclops.
THE GAME
With a group of up to four adventurers you enter the ruins in search for treasure. But there is a dangerous cyclops wandering around... (to be continued)
master project 2
master project 2

Life to toys
Using virtual collectibles to customise your play experience outside of the game
This research aims to explore a vision on the future of toys that are linked to games, with a twist on the old genre. Focussing on the hunt for virtual collectibles and achievements in games, Life to Toys is a genre of toys that presents a new concept for articulated toy figurines. Children can collect virtual items during their gameplay, which can then be used to personalise their toy's physique, in combination with a variety of tangible addons. Not only does this allow children to create their own characters to play with in their imaginative stories; it also allows them to physicalise their in-game collection / achievements and bring these with them, outside of the virtual world. Rather than having games be relient on (obtaining) toys, the dynamic is reversed. Ultimately, this genre of game-compatible toys aims to bridge play in the virtual and real world, giving virtual items real-world play value.
Designers
Kaj Coolen