Talent project

Steps in the sand

Creating a smart object that raises awareness about data collection in the public space at Scheveningen

The municipality of The Hague has been developing a Living Lab at Scheveningen (LLS) in which smart technologies, used to create a smart city, can be tested. Data is collected through various sensors in the smart lamp posts called smart city hubs. Examples of data collected are the amount of people in an area, noise levels and air quality.

LLS asked us to create a smart object that raises awareness about data collection to make people aware of the smart infrastructure.

We approached this challenge in such a way that the user interacts with technology in a playful manner, while also being made aware that their movement is being monitored. Steps in the Sand makes use of a camera and a projector inside of the smart city hubs. The camera recognizes that a user is approaching and the projector then projects footsteps in front of the user. The user is invited to step inside the projected steps. When the user reaches the end of the steps, the user can play a game with other users, watch a video about the area or make his/her mark. This mark is then projected at all of the smart city hubs in the area.

UniversityThe Hague University of Applied Sciences
Faculty of Technology, Innovation & Society
Project typeSemester project Smart objects (2nd year)
StudentsPaul Dutcher
Henry Ryhänen
Paul Seidel
Hidde Vos

Talent project


saam helps lonely people to alleviate the feeling of loneliness

Loneliness in old age, with an estimated eight million affected in Germany, is not only a current problem but will also become an increasingly relevant problem in the future due to demographic change. The antidote to loneliness is social reintegration and the creation of new social networks. At the user’s own dining table, saam provides a social space for people suffering from loneliness and gives them the opportunity to get to know and maintain social contacts – despite physical distance – and to build up a sustainable social network and environment by inviting other affected people to join each other’s meals digitally.

UniversityUniversity of Applied Sciences Darmstadt
Project typeteam project
StudentsMatthias Dietrich
Tobias Dossinger
Helene Lehmann
Isabel Mahnken

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Talent project


Providing a sense of feedback in medical research, by generating a relaxing audiovisual experience based on participantís personal research data

Nightlight-noisescape is a concept for new sensory technology developed by Yumen Bionics and Ann.ID. This technology facilitates the possibility to more independently measure muscle activity of young adults that partake in medical research with muscle dystrophy.

The objective of the design challenge was to give these participants a greater sense of feedback within the research process, and something that provides a positive note to an otherwise abstract procedure. This concept has to bring the data back to the user, in a positively framed manner.

By utilizing internet connectivity to retrieve uploaded research data, the concept constructs an audiovisual experience, with the goal of creating a soothing atmosphere to induce a calm and reflective mood.

This concept creates more tangible, short-term milestones within research. By creating a regular reflective ritual for the user, the product builds a greater degree of ownership of the process as well as a more independent experience for the patient.

UniversityThe Hague University of Applied Sciences
Innovation & Society
Project typeSemester project Smart objects (2nd year)
StudentsElmo Koning
Kees de Nijs
Jakub Weissgerber
Alexander Kidwell

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Talent project


A video game using medical data to give teens with Duchenne a playful interaction with Duchenne research data collection

We wanted to create a product that would give teens with Duchenne a reward for their taking part in the medical data collection. We wanted this to take the form of an interaction that feels playful and personal, as opposed to medical data collection which often feels monotone, formal, and impersonal from the subject’s point of view.

We decided to create a product for children with Duchenne Muscular Dystrophy between the ages of 12-14 because we found this to be an especially difficult time in their lives, with puberty and their condition progressing during this time, both of which are stressful, especially in tandem. We want our product to soften this period of their lives however it can.

To meet this goal, we decided to create a video game that would use data from Electromyograms (EMG) in a way that affects the product in a meaningful way. We chose to create a video game because we found that video games were very popular among 12-14 year old boys (Duchenne affects boys predominantly). Video games achieved our goals of making a product that gets the user to focus on the product achieved our goals of making a product that gets the user to focus on the product rather than their condition.

UniversityThe Hague University of Applied Sciences
Innovation & Society
Project typeSemester project, 2nd year
StudentsJacinda Diptya
Antoine Dunand
Iva Hristova

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Talent project


An interactive deployment to generate design knowledge on introversion

A deployment and research study using interactive artifacts (The Introbots) to generate design knowledge on introversion and have gathered a nuanced understanding of introversion. By urgently calling for more care towards introverts in design education and proposing an introversion-positive agenda, we use the ‘the Introbots’ to call for a better understanding of introversion.

UniversityAmsterdam University of Applied Sciences
Master Digital Design
Project typeMinor project
StudentsAnandita Punj
Gabriela Prattingerova
Adriaan Oudemans
Beatriz Ibeas
Carmen Scherbaum
Lena Heindrich
Edwin D’mello

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Talent project

Internet of Plants

A light hearted project based on the idea of plant communication

Two studies published in 1983 demonstrated that willow trees, poplars and sugar maples can warn each other about insect attacks. Since then, numerous studies and research have confirmed the science of plant communication. From releasing volatile organic compounds into the air when insects attack to using roots to communicate with each other, plant communication has been debunked but still the awareness about this isn’t strong.

Internet of Plants (IOP) is a light hearted project based on the idea of plant communication with the aim to educate and spread awareness about the subject.

UniversityCopenhagen Institute of Interaction Design
Project typeCourse Tangible User Interface
StudentsNitin Surendran
Mohit Choudhary
Sachin Jose

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Talent project

CoastX Awareo’scope

Raise awareness in the Scheveningen boulevard we decided to make a periscope to raise awareness in a fun and interactive way

As a start we would like to introduce ​our client​, Living Lab Scheveningen the project in which new digital inventions are tested in public spaces in order to improve the quality of life in ways such as increased safety, protect nature by limiting light and noise as much as possible, keep the area clean and offer better internet connectivity. Scheveningen was chosen because this is an area where people live, work and enjoy their free time. There is beach, nature, but also a port and industry. ​Scheveningen​ also has many visitors every year, especially in the summer. The project was recently launched as a part of the ​Smart City​ The Hague program. This stimulates (digital) innovation throughout The Hague and thus contributes to an attractive living and working environment for the residents, companies and visitors.

The Problem​ we are trying to solve is that there is a lack of awareness amongst visitors and residents when it comes to the data that is being collected on the boulevard through sensors, such as motion and noise level, placed by the Hague Municipality in the area of Scheveningen. Our goal​ is to create a smart object that is able to react to the user input in order to create awareness amongst the aforementioned target group, concerning data collection, by encouraging curiosity and interaction in a playful manner. ​Our design vision​ is to help in creating a more comfortable future based on transparency between the Municipality and the people. Due to the 14 million visitors that Scheveningen is receiving annually, our target group is diverse. Including any nationality, but especially Europeans, and any age group from 7 years old and upwards.

UniversityThe Hague University of Applied Sciences
Innovation & Technology
Project typeSemester choice – Smart Objects (2nd year, part of study)
StudentsTimo Bega
David Kabelitz
Tudor Grecu
Andres Vasquez

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Talent project


a system of rings, which allows couples to harmonize auditory and emotionally in togetherness

For expectant parents who want to relax and have fun in the stress of everyday life, BeepMeep is an interactive entertainment system that enables the pregnant couple to create harmonies together in an easy and playful way with closeness and touch. By putting on the two rings per partner, both of actively take part in using the system.

Now it’ s time for the fun to begin.
BeepMeep reacts to the movement and distance of the partners from each other. Depending on how you move, how fast and in which direction, the resulting sound changes. In interaction, both partners can now create sounds that unite to form melodies. Further tones are added as soon as the couple starts to touch each other. Touches open up a further level of tones and also a further level of perception for the couple. With BeepMeep, the intense experience of physical interaction can now also be perceived auditory.

UniversityHochschule Darmstadt
University of Applied Sciences
Interactive Media Design
Project type4th semester minor project
StudentsAli Haidari
Gloria Maksimovi
Nini Parlagaschwili
Han Tran

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The touch of the partner is evaluated by so-called galvanic skin response sensors and converted into sounds. The Galvanic Skin Response method measures the conductivity of the skin based on moisture. In this way, the sensations of the partner are recorded by changes in the resistance of the skin and converted into sounds.

Using motion sensors and Bluetooth Low Energy, further data on the conversion of closeness and movement into sounds is determined.