Hi, I’m Marijn and I have a passion for designing and developing digital products and interactive experiences!
So… I love digital stuff... At the moment Unity and (serious) games are at the top of my list! Subjects ranging from virtual and augmented reality, to design psychology are things I can go crazy about too. Digitally expressing myself is something I get energy from and, more importantly, hugely enjoy!
On this website you can find my portfolio and résumé. Feel free to contact me via e-mail or Linked-In for any questions.
For my graduation assignment, I joined The Barn, a serious games developer in Delft, to design a sequel to one of their corporate training games. This sequel needed a completely new and different direction when compared to the original, as its purpose was to be more flexible in offered gameplay to the player. This, in turn, should allow The Barn to reach a broader spectrum in target market and target group.
During the assignment, my activities ranged throughout the entire design process, from researching the problem space and creating a problem-solution fit, to designing and validating a functional prototype. This resulted in a design brief to implement the solution in future production.
During my master's, I had the chance to do a self-formulated research project. Together with another student, we focussed on the topic of serious gaming. Our goal was to design and develop a demo setup for a serious game which enabled a project manager to easily compile project groups. This led to Campsight, a personality test concealed in a story-driven serious game. By playing the game and making choices during the story, a scoring system would track your progress and personality traits. The project manager received all results via a database connection and could compile project groups with fitting personalities of the members, improving the group balance. Due to the scope of the research, ethical concerns were left out of the project. The game was developed for PC in the game engine Unity.
During my time at creative agency Artica, I managed the Digital Hall of Fame project. In this project, we strived to create a small digital tour to demonstrate and show off the company’s capabilities in virtual reality and augmented reality. For this, we used the portfolio of Artica and designed an interactive experience around these pieces. With the use of 3D-models, Unity3D and an iPad, clients and visitors can now scan visual markers to experience the Digital Hall of Fame. Ranging from cracking a safe to admiring self-building exhibition stands, visitors become familiar with Artica’s expertise and portfolio.
Besides managing the project, I was responsible for the development of the augmented reality app.
For the course Packaging Design and Management, I designed a product expansion for the Asian cuisine brand Saitaku. Besides matching the more luxurious market segment that the new product was aimed for with a fitting branding, lots of functional features such as dimensions, materials and distribution needed to be considered. The finalised project featured a premium looking packaging which contained a product bundle of aged tamari soy sauce, chopsticks and a dipping bowl.
During this project, I learned to work with packaging requirements regarding food, material and legislation that need to be adhered to in order to get your product in stores.
For the course Virtual & Augmented Reality, my project group and I developed an augmented reality solution to empower the site manager at construction sites. This solution became Foresight, a digital overlay providing complementary information about the environment that is viewable through AR goggles. Combined with the power of a seemingly traditional clipboard, which converts physical notes to digital equivalents, users could place observations and remarks in this digital world.
Together with another group member, I was responsible for the practical prototype. With the use of a HoloLens and the 3D-engine Unity, we demonstrated the functionality of placing a post-it note in digital space and retrieving this note with different devices, such as a smartphone. The assignment was set by a company from the construction sector. We were selected as one of the more promising solutions which lead to an invitation to present our solution once more for their partners.
For the course Designing Interactive Experiences, I designed an interactive tool to help users study. The tool was targetted specifically at the COVID-19 crisis, as studying online can be challenging. With this tool, the user connects his/her phone to the computer and sets their desired study sessions and breaks on a webpage. Placing their phone with the screen downwards on their desk activates the study session, reducing distractions while studying. When the phone is picked up, the study session is automatically paused and feedback is given with notifications on their computer. Eventually, when it is time for a break, a minigame is presented to help the user to get out of his/her head and transition to a break mindset.
In this project I was responsible for coming up with a design together with my project group and for developing the application together with two others. We used a P5.js library called tramontana.
During the course Advanced 3D modelling, my project group and I developed an ideal design and a simplified prototype for a simulation-based predictive maintenance tool. The ideal design provides a structure to improve automation in predictive maintenance for industrial robots. The prototype illustrates a glimpse of the practical possibilities of predictive maintenance and could technically work for any robot modelled in Robot Expert (Robotic modelling software) with up to 7 moving joints, with some minor alterations. During this project, I was responsible for simulating the robot.
How can a designer design for connected devices, like smartphones and IoT devices? This was the main question during my bachelor thesis. The research lead to the following conclusion. It is key to evaluate if the information flows are necessary and not of abundance. Choosing the relevant and effective flows can subsequently determine the necessary sensor for the concept/product. Eventually, the goal of the designer is to make the connected device flexible, while maintaining resilience.
During my research I conducted a case study. In this case study, I used an augmented reality prototype as a proof of concept, illustrating the key concepts. Lastly, a framework was created with guidelines for future designers, aiding them in the design process for connected devices.
The myth of Daedalus and Icarus has been around for quite some time, but it was never really made engaging or interactive. With “Daedalus, the Myth” Joris Kaal, a mate of mine, and I, tried to turn this around. We took on the challenge to create a game based on the myth: “The fall of Icarus”. In the process of designing and developing the game, the game elements were thought out, resulting in three minigames accompanying the tale. One of these minigames was developed, which is based on Daedalus gathering resources to craft his wings.
Try the game yourself!