Industrial Designer · TU/e

I want to design physical-digital interfaces that keep humans genuinely in control.

The designer I want to become is technically rigorous, able to conduct and apply user research, and capable of defending design decisions in both technical and societal terms.

Tangible interaction Mobility & automotive Data legibility Prototyping

Professional Identity

I am a designer with clear focus on tangible human-computer interactions. I firmly believe that good interaction design cannot be based on screens alone but requires carefully considered physical attributes that communicate their function without instruction.

This is directly inspired by my background: working at Uw Computerstudent I regularly encounter users struggling with products whose technical capabilities exceed their usability. As a student driver I've experienced interaction in a broad range of car-designs, where I personally experienced that poorly placed controls is not only inconvenient but can create dangerous situations. These experiences helped shape me into a designer who values what works over what looks innovative.

My strongest expertise areas are Technology & Realization and Math, Data & Computing. I can quickly move from concept to physical prototype, especially with the 3D printing skills learned during my internship. I'm also comfortable with electronics, coding and data systems, also seen in my internship, but also during many previous processes, courses and also personal hobby-projects. When I understand a domain well, I naturally move into an executive role, identifying the most viable approach and delivering working outputs. I teach myself new tools and am not discouraged by technical complexity.

I have several weaknesses that I am actively working on. Firstly, I tend to underestimate the importance of planning or sometimes lack the willpower to keep to my plans. Another weakness is that the aesthetic communication of my prototypes can lag behind my technical execution, limiting the level of visual attractiveness. Thirdly, I struggle to place my designs in business societal terms. Though most designs have a focus on usability, the broader societal term is still missing. Business and Entrepreneurship is a focus I've made most of my development outside of my Industrial Design study.

In team settings I typically take an execution role, and I contribute most when I have clear ownership of a domain. I can get stuck on problems in the collaboration for longer than is useful, but after I've recovered, I can refocus on what is still achievable. I am not always proactive in recognizing when I need guidance, and I am working on identifying that moment earlier.

I want to become an interaction designer who works at the intersection of automotive or mobility product development and physical interface design. I specifically want to work with companies like Polestar where aesthetic ambition and technical seriousness coexist. Alongside this, I want to keep time for independent or freelance projects that allow me to explore interactions outside the constraints of large organizations. The designer I want to become is technically rigorous, able to conduct and apply user research, and capable of defending design decisions in both technical and societal terms.


Vision

Technology is accelerating into every designed object and environment. I believe that the many new products are not keeping pace with the interaction challenges this creates. The dominant response has been aesthetic minimalism: remove physical controls, consolidate everything into touchscreens, and call it clean. I believe this is a mistake with real consequences.

The car interior is the clearest example of this failure. As cockpits migrate toward tablet-style consoles, functions that were once operated by feel and muscle memory now require a driver to look away from the road and navigate a menu hierarchy. This is not better design. It is aesthetics prioritized over safety, and it is a direction a large part of the industry is following without sufficient critical examination.

The same tension appears in how data and AI are presented. Visualizations that are obvious to designers and analysts are routinely misread by users. AI systems that are probabilistic tools are used by large numbers of people as authoritative sources. The interface is where these misunderstandings are either prevented or compounded. Designers hold responsibility for that boundary.

A third concern is the lifespan of designed objects. In a market driven by margin optimization, products are increasingly designed to be replaced rather than maintained. I believe design should push against this: material choices should prioritize durability and low environmental impact, and where technology evolves faster than products, modularity should be built in from the start to allow targeted updates rather than full replacement. Quality and longevity are design values, not premium features.

From these beliefs I draw a clear direction: I want to design physical-digital interfaces that keep humans genuinely in control and make the capabilities of a system legible and its limitations honest, without sacrificing usability for the appearance of simplicity. In mobility especially, this is not an aesthetic preference. It is a safety imperative.


Explore

Reflection

Portfolio

Past, present and future. This is how my work and experiences shaped me as a designer.

Read the reflection →
Interactive

Areas of Expertise

An interactive radar of my five expertise areas and what contributed to each.

Open the web →
Final Bachelor Project

Negotiating the Road

A physical-digital interface for ACC negotiation.

See the project →