About my blog

The aim of the ITD course (ID4220) at the Delft University of Technology is to provide Design For Interaction Master students with in-depth theoretical and practical interaction design knowledge to help develop future products based on user-product social interaction. ITD proceeds through a sequence of iterations focusing on various aspects of the brief and the design, and culminates in an experiential prototype.

This blog is managed by Walter A. Aprile: please write if you have questions.



De meningen ge-uit door medewerkers en studenten van de TU Delft en de commentaren die zijn gegeven reflecteren niet perse de mening(en) van de TU Delft. De TU Delft is dan ook niet verantwoordelijk voor de inhoud van hetgeen op de TU Delft weblogs zichtbaar is. Wel vindt de TU Delft het belangrijk - en ook waarde toevoegend - dat medewerkers en studenten op deze, door de TU Delft gefaciliteerde, omgeving hun mening kunnen geven.

Posted in February 2011

Welcome to our blog!


Hi! Welcome to our blog!


This semester team Happy3 will design and build a happinessmachine.

In this blog we keep you updated about our ideas and progress.  


This is us: 



 Our first day of work; discovering the world of sensors.

Terring apart an old printer and television to create a Simon Says game. 

We defined four types of happiness and related four types of motions to them.
The motions are used as the four input signals for the Simon Says game. 
1. Introvert intense happiness –> stroke
2. Life small joys –> pull 
3. Extravert happiness –> slam
4. Euforic happiness –> move
In the movie below we give you an impression of our day and the Happy Simon Says game. 
Happy Regards, Team Happy3 


Solving equations by identifying the constants…

After the team finished the hacking workshop we all got our heads deeply into the problem of ATM fraud.  Over the course of a week the team went from thinking like passive users to thinking like criminal masterminds. Over the week, the team used their Google Docs pageto pool together data on the subject and to sketch some initial concepts.  During the session pictured below the team identified that ATM fraud is a colossally diverse beast and that we should really attempt to find some sort of pattern that interlinks all aspects of ATM fraud…


Cashpoint 2 creative session


The result of this session, and the current direction Cashpoint 1 is looking into, is that machine and human fraud elements are too varied to tackle and that tackling one could have an inverse reaction on the other.  It is obvious that no matter what changes are made criminals are never too far behind.  So, as we see it at this point in time, the most promising way to create a lasting impact on ATM fraud is to educate the user on the dangers of ATM fraud. 

We are keen to stress that this education process should not be a monotonous process, but should actively involve users in the fight against ATM fraud…

Our first step, is to create a concept that teaches users to be aware of their surroundings and to cover their hands when entering their PIN.  We quickly got to work mocking up a prototype of an ATM to facilitate our designed interaction…

The concept we wish to create consists of an on screen command that encourages the user to cover their hands.  To do this we envision light sensors around the keypad that detect the hands location.  If the light sensors are not covered, the ATM warns the user to cover their hand when entering the PIN.  When the light sensors are all covered the ATM tells the user their PIN is being protected and to enter their PIN. Over time this becomes second nature for the ATM user and a severe pest for any would be fraudsters.


Concept Week 2 Cashpoint 1
 The concept we will prototype over the coming week





After research and the simon says experience, we had a group meeting where we decided to evaluate our first ideas about the design in terms of important topics: COMMUNICATION, AWARENESS AND ACTION. Each member team chose 3 design topics,  in the end only remained four.



We started to think deeper about each theme.

In the end we had a discussion; we tried to combine important aspects of each idea: Our first goal is to create a conscious about the enviroment and measure the CO2.

Our first idea is to create a pot that can measure the CO2 level; the pot will have LED lights, they will indicate to the user the CO2 level; in order to create awareness, some seeds will be given with the pot, user would plant seeds within the pot and he will see that he is doing something in order to improve the environment by seeing how the plant grows and converts the co2 into oxygen.

As a second option we are thinking in use the same idea of a plant, in fact a flower, but instead planting seeds it would be an artificial flower; the idea of LED light  to communicate the CO2 level is basically the same.

In both ideas, we would try to use an alternative source of energy: solar energy instead of human power; we think that we can use this one because it is a sustainable source of energy too.




Our first workshop consisted in trying to combine our design brief (CO2 enviroment sensor), programmation on MAX 5 of game simon says and some old electrical devices.

We tried to build a prototype with those components!



 This is the final result:


  YouTube Preview Image

Standalone 1: Dying Alien Baby

A certain alien race has unknowingly invaded earth. They have a peaceful, unobtrusive nature, but are very sensitive to CO2 levels in the air. Too much CO2 affects them physically and mentally: their heart beat and temperature rise, and they become very, very agitated. However, they can be temporarily calmed down with some TLC, and more permanently by moving them to a CO2 poorer environment.

For human beings, they are an unexpected, but valuable way to raise awareness of dangerous CO2 levels, which coincidentally are similar to those that affect the little creatures. This provides the basis for a symbiotic cooperation: the creatures’ home planet has an atmosphere of vibrating static energy, used as life force and transport. On earth, the aliens are immobile and require someone to carry them around to locations with clean air, and to provide them with sustenance.

The IDE faculty has decided to act as mediator between chosen human beings and their new, pebble-like pets.


The story above is the result of putting four DfI students together with brainstorm material and three subjects: human power, feedback, and context awareness.


Human Power:

Our most interesting ideas: a transparency-changingmonocle, a human powered windmill, and a pulsating heart.


From the obvious association with plants, growing on CO2, we played with ideas to turn the positive connotation of flourishing vegetation into a related, but negative, perception of a high level of CO2. Via carnivorous flowers, parasites and symbiosis, we found…

… dying alien babies.


Or to be more precise: an organically shaped object, for example a key ring, inspires the owner with its heart beat and temperature change, related to the amount of CO2 in the air, to be conscious of the air quality, and spend more time in healthy environments.



No prototyping yet, but plans for research and models are being made!


Brainstorming & the first draft of prototype

Hello everybody!

This Friday, we started to dive into the design brief. At our first meeting, we made a brainstorming session to create ideas and find a path to follow for the further steps. The main discussion of the day was: "How can we integrate the sketching and prototyping actions with eachother and how can we create a synchronized interaction between designer and the toolkit?"


 At the end of the brainstorming, we came up with an initial design idea that turning the sketch into an interactive tool which allows the use of actual inputs and outputs. 



With the first draft model, we worked on the arrangement of inputs and outputs and their connection with the system and panel,where the sketch is located.

Our next study will be on programming the system which allows the connection between variable inputs and outputs and details of the design.

See you next week! 

Hacking the Demo – Simon Says

The first week is started with the hacking workshop. The task was to create a prototype concerning one of the requirements of our design brief. A senseo and a steamer were the sources of hacking material. Simon Says game helped us to create the structure. The idea was: The more you sketch, the easier the speed of Simon Says! ıt was a very efficient day;full of work, creativity, and of course with the high scores in Simon Says!

Week 2 – Sketch Model Part I

Brainstorm day

After last week’s hacking workshop, we are determined to make an interactive, social, physical and caring product. So full with energy, we started discussing different directions. Here, we soon discussed existing products and projects, which are slightly related to our subject. Around lunch time, we could safely say that we had a direction and idea.

Our starting point is a refrigerator, see the picture above. Its door is a communication tool for the whole family, since it’s full with drawings, recipes, and memos in combination with magnets. This refrigerator will still be the medium for our concept. Though we will use sensors and on-distance-networking to communicate on the refrigerator. The sensors will measure presence in the house of the elderly. This will be communicated on the refrigerator via a statement and a following empathic question, see the red line on the scenario below. The elderly can answer the question and expand this with more detailed information. The whole refrigerator lay-out is online so that the caregivers can know what is going on, and they will be able to react on the messages of the elderly.

In addition, the caregiver can also start a message through giving the elderly detailed information about a certain activity, the blue line in the scenario below. This could be reacted upon by the elderly. Next to the normal messages, pictures and drawings could be uploaded and placed on the screen by both parties. 

At this moment we are enthusiastic about this idea, though we can of course still improve it by e.g. balancing the relationship better between elderly and caregiver, or triggering more valuable information from the elderly.  

toolkit1- finally here!

Hello everyone!

We are the toolkit1 grou and designing an interactive toolkit around Arduino system for bachelor design studets. Our purpose is to increase the efficiency of self-learning in design process in an interactive manner.

You can follow our studies from this blog through the semester. Please feel free to share your opinions on our work 🙂

Here are our team members:





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