Portfolio robert huitema

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ROBERT HUITEMA PRODUCT DESIGN PORTFOLIO

description

This is my professional portfolio as interactive product designer & researcher

Transcript of Portfolio robert huitema

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ROBERT HUITEMAPRODUCT DESIGN PORTFOLIO

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ROBERT HUITEMAINDUSTRIAL DESIGN PORTFOLIO

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ROBERT HUITEMA

RESUME

Personal Details

Name Huitema, R.

Usual name Robert

Address Langesteeg 12

Postal code 4011 JS Zoelen

Telephone number: 0657541235

E-mail [email protected]

Online portfolio www.roberthuitema.nl

Date of birth 02-02-1989

Place of birth Buren

Gender Male

Nationality Dutch

Civil state Unmarried

Education

2011 – 2013 University of Southern Denmark: Master Product Design

2012 4 week course BCE International Entrepreneurship Program -

Tilburg University

2007 – 2011 Technical University of Eindhoven: Bachelor Industrial Design

2001 – 2007 RSG Lingecollege Tiel: Gymnasium (pro!le Nature & Health)

Work Experience

2011 - 2013 Owner Stik Design I/S

2011 - 2013 Main operator of lasercut machines at the University of South Denmark.

2012 - 2013 Teaching assistant at the University of South Denmarkfor the subjects :

Mechanical and electrical engineering course

2009 - Present Outdoor sports instructer

2005 – 2008 Gardener, assistent garden designer.

Extra curricular activities

2013 Organized 4 week workshop “Introduction into Arduino”

2012 Winner BCE Challenge Summer School 2012

2012 Organized and presented Grand Opening of Entrepreneur Factory Sonderborg

2011 Organized 1 day workshop “Cardboard Modelling”

2010 Organized 1 day workshop “how to use electronics in your prototype”

2010 Desingning and building a wakeboard boat

2008 Parents day commission study association Lucid

Skills and Languages

Computer Software Microsoft Windows and O"ce

3D Design Software SolidWorks, Rhinoceros, Google SKetchup

2D Design Software Adobe Photoshop, Illustrator, InDesign, Flash, Corel Draw, Eagle PCB Layout

CNC Software Winpc-nc, Filou NC, VLS lasercut software

Video Edit Software Adobe Premiere, Final cut Pro

Animation Software Adobe Flash

Electronic Prototyping PCB design, microcontrollers (Atmega, PIC), custom sensor development

Prototyping handcrafting (wood, di#erent metals, plastics), lasercut expert, cnc

milling

Languages Dutch (very good), English (good), German (moderate)

Programming Languages Java, Processing, Arduino, Actionscript 2.0, Actionscript 3.0

Interests

Boats and aquatics, old cars

Designing and modelling

Sports (cycling, wakeboarding, longboarding, indoor climbing, running)

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During my time in Denmark one of my student proj-

ects pulled a lot of attention. Together with Thijs

Roumen I decided to take this project further and we

started our design company called Stik Design I/S.

Our main focus was working out ´Kuchi´ to a level

where we could sell it as a product.

Kuchi is a digital service that can be added to an existing attraction - it takes an exit-

ing photo of a person during the activity, and o�ers this person to share this photo

for free on his or her personal Facebook page. The photo is stamped with a logo of

the company and results in positive promotion through social media.

With this project we managed to get to the last round of a Danish Innovation Competition, unfortunately we

did not win but we did meet our �rst big customer and test platform (Danfoss Universe A/S - a mid sized Danish

theme park) and our mentor / investor (owner of Acon A/S) . We developed the Kuchi system to a level where

it was used intensively in Danfoss Universe. Later on we had promising meetings with the Efteling (a big Dutch

theme park), Multimar Wattforum (North Sea museum in North Germany). Eventually two more systems were

deployed at two outdoor companies (Holland evenementen groep, Wilgje Buitensport).

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Initial Student Project - A physical

version of the popular mobile

device game Fruit Ninja. Players

would need to aim as fast as possi-

ble the Wii-mote to the popping up

fruits boxes.

The Innovation is found in the

fact that the machine o�ers the

opportunity to Twitter the

physical game results to a play-

er’s followers.

SECOND ITERAITION.A hit-the-mushroom game where the game results could be twit-tered. This prototype served as part of the pre-sentation in a Danish In-novation Award.

1

2

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LASER ENGRAVED SIGN

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IMP

LEMEN

TATION

Ho

lland

Evenem

enten

Gro

ep

Attachment of

camera system

to the Free Fall

Tower

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UP

LOA

D P

OIN

TD

anfo

ss Un

iverse A/S

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This is a screenshot

of how a photo

made by our Kuchi

system looks after it

is shared by a user of

the Segway track at

Danfoss Universe.

This photo alone received 8

comments and 16 likes,

meaning it was seen by sever-

al hundred people, promot-

ing the park.

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ACTIVE TRACES OF USEMaster thesis project - 2013

I devoted my master thesis on researching how products can actively collect traces of use, with the goal to obtain more emotional value for its owner.

As example product I redesigned a wake-

board. The wakeboard is equipped with

sensors capable of detecting di!erent

tricks (grabs and spins) and according to

the di"culty level of the trick the board

will draw graphics on itself. Over time and

use the wakeboard develops a unique

decorative graphic pattern which relates

to the skill level of its owner.

1. o! the shelve 2. after "rst use 3. unique graphics /

trick pro"le

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CONCEPT just ride it & create your own graphics

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IN T

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WO

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SHO

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Technology inside.

An array of sensors monitor

rotation in three axes, and

monitor where the board is

grabbed during a jump.

A drawing mechanism runs

up and down the board (cnc

based) and pushes a crayon

against the transparant top

sheet of the board to draw a

graphic from within.

Power is collected by means

of a solar panel and stored in a

series of long-life super ca-

pacitors.

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Graphics.

Graphics appear where the

board is ‘grabbed’. Place,

length and angles of the ap-

pearing lines depend on the

place, duration of the grab

and if there was any rotation

of the board during the grab.

This will result in unique

graphics - created by its

owner- for every single

wakeboard.

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GARAGE BOX- PROOF OF CONCEPTA prototype meant for communicative and explorative purposes - 2013

This prototype was built as part of a proj-ect for a client of Stikdesign I/S.

We received a request to build a prototype of a room

saving garagebox for housing associations. The proto-

type was mainly meant to convince investors and to

spot possible problems and opportunities.

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An electric powered mechanism

pulls the car in (and out of) the

garage box after all occupants

have left the car outside of the

box.

This saves the space needed for

opening the doors inside the box.

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Based on the interviews with Uni-

verse Fonden, a small company

located in Sønderborg, the goal

of this student project was to con-

struct a board game that will sim-

ulate a particular dilemma.

The discovered dilemma was about �nding the

optimum balance between a highly multidisci-

plinary design team and a non-multidisciplinary

team.

A team composed of members from di�erent dis-

ciplines is bound to have many discussions - gen-

erating insight and new opportunities - but is

moving slow while a design team made up of

people from a similar background is able to

move fast in decision making but may miss out

ELEMENTS OF NATUREA strategic multidisciplinary board game - 2011

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MEMO PLATESyddansk Universitet - 2013

This project was proposed by me and was meant as an exploration for my master thesis topic. For this project I had the lead over three IT Product Design master students.

The initial idea was to create a product that would customize itself to its

owner without any deliberate input of the user. After several brainstorms

we decided to prototype a foodplate for babies / young children. The con-

cept was to integrate a small camera and display in the plate. The camera

takes a picture of the kid evert time it is used. This creates a photo album

over time showing how the kid is growing up. When the foodplate is found

to be too childish and abandoned, it is no longer a foodplate but becomes

a digital photo album to keep safe and look at when the kid has grown up.

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3D MODEL RENDERING

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PROTO

TYPE

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HALO 3 GAME CONTROLLERA Halo Gaming Experience - 2009

This 5 week project was about designing, building and demonstrating a prototype of a game controller. The controller was going to be connected to a Xbox 360, and used to play Halo 3.

Our goal for this project was to design a button-less

controller, where the interactions would be based

based on the characteristics of the game.

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INSPIRATION + PROCESS

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The �nal result was a working prototype

with more intuative controls to execute cer-

tain functions in the game :

> Swapping between two guns in the game could be

achieved by rotating the controller 180° in your hands so

the other side of the controller would face forward.

> Hitting an opponent with your gun - called ‘melee’ -

could be done by thrusting the controller fast forward.

> To reload your weapon in the game a player would

need to pull out the side of the controller and click it

back in place as if he/she were to replace an empty gun

magazine.

Other aspects were tilting the controller to jump,

squeezing the controller to shoot, and the special light-

ing e�ects while shooting to �nish its futuristic look.

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VIDEO

http://vimeo.com/56319833

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For this project I was asked to ´upgrade´ an activity called the spider web game, which is a competitive two team game where individual players need to cooperate in order to win.

The old version of the game consisted of two frames with several wires across. Each team has to get every team

member through the mazes created by the wires. But when one of the wires is touched by a player, a point is

deducted from the team and this player has to try again.

The problem - In the old version of the game it was hard to judge for the game instructer when a wire was

touched or not by a player, often leading

to (big) frus trations for the players.

SPIDER WEB GAMEAn interactive game commisioned by Wilgje Buitensport - 2010

So there was a need for a system that would judge whether a wire was touched or not.

I redesigned the entire installation so it used a set of sensors to detect when a wire was

touched and connected this to an animated score board (Adobe Flash based) .

The result - a very engaging and fun game for the players, and an easy activity to lead

for the game instructor!

PC

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THE GAME

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WAKEBOARD BOAT DESIGNA hobby project

This project was

started out of my

passion for boats

and boat designing.

The idea was to create a stainless

steel wakeboard boat with an

open back end for easy getting in

and out of the boat with a wake-

board attached to your feet.

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1 : 20 SCALE MODEL

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“The only important thing about design is how it relates to people.”

— Victor Papanek

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THANK YOUFOR YOUR TIME AND CONSIDERATION

ROBERT [email protected]

0657541235