Design-Research Work

This page presents an overview of design-research projects that I have been involved in, or that have been conducted by students I have supervised. By clicking on the images, you can see more information, videos and related publications. If you have questions or remarks, do not hesitate to contact me.


Peripheral Lighting Interaction designs, developed by MSc students at the Eindhoven University of Technology, aim to rethink how we interact with connected lighting systems which are currently often operated through smartphone applications. The Tangible Interaction designs present alternatives which fit more fluently into our everyday routines. Read more...

PhysiKit is a tangible visualisation platform that makes data tangible in the home context, which was developed in collaboration with various researchers at UCLIC and ICRI at University College London. Read more...

Lernanto, designed by MSc student Erik van Alphen, is an ambient display developed for secondary school classrooms, aimed at supporting teachers in challenging each student at his or her own level. Lernanto subtly displays real-time information from educational software at the back of the classroom, such that teachers can perceive it at a glance from any location in the classroom. Read more...


BlurtLine, designed by MSc student Dorothé Smit, is a belt that is worn around the chest that helps children with ADHD to control their speech by sending out a small vibration whenever they are on the verge of blurting. This allows the user to autonomously decide on their behaviour in the classroom, instead of relying on (often negative) feedback from teachers or peers. Read more...

'Force' and 'space', designed by MSc student Jelle Tuinhout, are two tangible interfaces, developed within the concept of connected lighting. 'Force' and 'space' allow users to control various lighting parameters (e.g. brightness and color) of their connected lighting systems quickly and easily, with minimal effort, making the interfaces appropriate for flexible everyday use. Read more...

SpectroFlexia, designed by MSc student Attalan Mailvaganam, is a form of interactive stained glass that is designed to present information in the periphery of people's attention by smoothly changing the color of light shining through the glass. Read more...


FireFlies is developed to explore 'peripheral interaction' for primary school teachers. FireFlies consists of a small lamp on each child's desk and an interactive device with which the teacher can set the colors of these lamps. FireFlies was used in four primary school classrooms for six weeks. The teachers used it to send short messages to the children. For example 'you can quietly discuss', 'you are working well!', or 'you can work on the computer'. Read more...

NoteLet is a design developed to explore 'peripheral interaction' in a primary school classroom context. NoteLet supports teachers in remembering events in the classroom. When something noteworthy occurs, the teacher can take a picture of the classroom through straightforward interactions on a bracelet. These interactions are quick and can potentially be performed without focused attention. Read more...

CawClock is a design developed to explore 'peripheral interaction' in a primary school classroom context. CawClock makes selected time frames audible in order to provide teachers and children with background awareness of time. CawClock can for example be used to indicate the current 'rules' in the classroom, such as having to work independently or being allowed to work together. Read more...


Chronoroom Clock, designed by BSc student Hanna Zoon, is an auditory display that unobtrusively provides information about the current time based on the direction the audio is coming from, enabling people to monitor it in the periphery of their attention. Read more...

This study aimed to inform peripheral interaction design for everyday routine. Peripheral interaction describes interaction with computing technology without focused attention. I therefore qualitatively studied everyday perceptions and activities that do not require focused attention. This study led to an overview of the types of perceptions and activities that take place in the background or 'periphery' of attention. Read more...

Sounds Like Home, a design by MSc student Sebastiaan Pijnappel in which I was involved as an expert, explores the use of sound in combination with a tangible interface to communicate information that increases people''s awareness of each other in the home. The result is an installation that produces a subtle, aesthetic, yet informative soundscape that tells us about the presence or absence of people in the house. Read more...


My PhD thesis explored the concept of peripheral interaction: interaction with technology that can be performed in the background or 'periphery' of attention. This literature review therefore extensively studied attention theory. Read more...

MoSo Tangibles is a set of interactive, physical artefacts with which children can manipulate the pitch, volume and tempo of ongoing tones, in order to structure their understanding of these abstract sound concepts in terms of multiple different concrete body-based concepts. Read more...

In this research we developed OPOS, an observation scheme for evaluating head-up games, a form of pervasive outdoor games. OPOS can be used to evaluate the similarities between digitally enhanced outdoor games and traditional outdoor games such as tag or hide-and-seek. OPOS was tested on a purpose built head-up game. Read more...


Weathergods is a digital tabletop game. It uses tangible play pieces and thereby marries both the advantages of traditional board games and computer games. Weathergods was developed to study the differences between different types of tangible play pieces. Read more...