Relevant Keywords:
Evaluating emotions, environments, services, consumer experience, online application, prototyping
Design Goal:
During my Design for Interaction MSc. graduation project a concept was developed that was deemed very interesting and promising for the potential assessment of emotions experienced towards a physical environment. This concept was later developed even further in collaboration with SusaGroup in order to bring it into the market as a fully functional instrument that can aid in emotional design research.
Methods Used:
- Early prototyping to perform user testing of working principle.
- Software development.
- Usability testing.

I’m an Industrial designer with an emphasis on people-product interaction who firmly believes in the strong role played by design research, creative thinking techniques and multidisciplinary integration in the development of people-centered products and systems that have a positive impact on people and their environment and which they really enjoy using.
I graduated cum laude from my Design for Interaction MSc. which taught me the necessary skills to perform a people-centered design approach in which prototyping and user testing play an integral role since early in the design process. I also have a background in Industrial Design Engineering which provides me with strong technical insights of the design discipline to keep the design grounded and feasible for the industry.
I have experience in the development of both physical and digital products and underneath you can find some of the most interesting projects I've worked on.
Panoremo: A tool to assess the emotional experience of environments
emoments: Developing a tool to assess emotions elicited by services
Relevant Keywords:
MSc. Graduation project, evaluating emotions, services, consumer experience, hotels, mobile application, prototyping
Design Goal:
Various methods are available for measuring emotional responses elicited by products (design) or human-product interaction. Up to this point however, no instrument was available that could be used to assess emotional service experiences. The aim of the project was to extend the possibilities of assessing emotions to the realm of experiential service design. As a case study for the project, the focus was laid on the `hotel experience’, that is, the experience of a guest while staying at a hotel.
Project duration:
5 months (full time)
Methods Used:
- Thorough literature research to become acquainted with the project domain.
- Online survey to identify the most common types of emotions experienced by hotel guests and the stimuli associated with these experiences.
- Creative session organized with a panel of users and designers to generate ideas.
- Early prototyping to perform user testing of concepts.
- Creation of wire-frames and navigation flow-charts to define the software’s architecture.
- Hi-Fi prototyping of final concept.
- Usability testing.
From A to Green – A future vision of sustainable coachworks
Relevant Keywords:
Automotive industry, sustainability, Transportation, Delivery, Coachworks, Future scenario
Design Goal:
Combigroep Carrosserieën, a Dutch coachworks producer, wants to extend its potential market following the newest regulations, transportation trends and logistics of the European Union having sustainability as a focus. As a group of 6 interdisciplinary designers the project was carried out from the strategy up to the product interaction and product detail level.
Project duration and team:
300 hours, 2 Strategic product designers (Stefanus Heru Prabowo, Ricardo Mejia), 3 Integral product designers (Barth Vrijling, Ana Laura Rodrigues Santos, Marjolein van Houten), 1 Interaction designer (David Güiza Caicedo).
Methods Used:
- Vision in Product Design (ViP) was used as a design framework throughout the whole project
- The context of the industry and our clients position within it was researched and analyzed through stakeholder analysis, competitor analysis and PESTE analysis
- Interviews and role playing user analysis were used to understand our users and personas were used to illustrate them during the design process.
- Generated future scenarios
- Creative sessions were performed to generate ideas during the design process.
VirtualGoals: enhancing the playability of football through the use of interactive technologies
Relevant Keywords:
Football, interactive technology, prototyping, user testing, wizard of oz.
Design Goal:
At playgrounds, the sport courts are very popular and are used intensively for playing football. It is however strange that these sport courts are hardly used by girls, despite the strong growth in the popularity of girl football in the last few years. Our design goal was to develop an interactive installation for sport courts and in particular the Cruyff courts. By adding interactive technology to the game of football we want to enhance the playability of the playgrounds.
Project duration and team:
120 hours, 3 interaction designers (David Güiza Caicedo, Nouschka Tijdeman, Ferdinand van Oostrom)
Methods used:
- Experiential prototyping
- Wizard of Oz prototyping
- Mid-Fi prototyping
- User testing
PALS & Tokens: Conceptual design for books and libraries of the future
Relevant Keywords:
Reading, books, future scenario, conceptual design, context research
Design Goal:
As part of a design exercise at the TU Delft we were asked to research the domain of books and libraries and to propose a concept design of how these would be like in a future scenario. The focus was laid on the concept and interactions rather than on technical details of the products.
Project duration and team:
75 hours, 3 interaction designers (David Güiza Caicedo, Job Greefhorst, Amine Rhord)
Methods Used:
- Vision in Product Design (ViP) was used as a design framework throughout the whole project
- Cultural probes
- Creative session
- Presentation videos
ipNext: Usability testing and redesign of an office phone
Relevant Keywords:
Telecommunications, office environment, user research, usability testing, icon validity testing, redesign, office telephone
Design Goal:
The goal of this project was to evaluate the usability of the Alcatel-Lucent IP Touch 4018 office phone and to propose a re-design of the phone according to the findings of the performed tests. The team consisted of 6 Design for Interaction master students of the TU Delft working directly for Alcatel-Lucent, a global telecommunications corporation.
Project duration and team:
225 hours, 6 interaction designers (David Güiza Caicedo, Tine Lavrysen, Amine Rhord, Meike Mak, Steven Fokkinga, Marjolein Hartog)
Methods Used:
- Product analysis in terms of aesthetics and functionality
- Online user survey & interviews with experienced users to understand how they perceived the current phone.
- Usability tests of the current phone with novice and experienced users.
- Online icon validity test performed with an international sample of people.
- Interaction prototyping to assess the new interaction model proposed with the redesigned phone.
BeerBuddies: Empowering bartenders against unwanted behaviour
Relevant Keywords:
Work, Leisure, Horeca (Hotels, restaurants, cafes), interaction, evident, explorative, involved, dominant, submissive
Design Goal:
To empower bartenders against unwanted behavior. The project was performed for the “Exploring Interactions” course, as part of the Design for Interaction Master of Science at the Delft University of Technology.
Project duration:
225 hours
Methods Used:
- Context mapping research through group interviews and generative methods (such as collage making) with local bartenders to gain rich visual and contextual information from them (field research).
- Online survey to assess how people perceive the personalities of cartoon characters in terms of dominance and friendliness.
Baaramee: Interacting with a 3D island in Dubai
Relevant Keywords:
Graphical user interface, 3D environment, single point touchscreen, communication & marketing
Design Goal:
For the marketing and communication efforts of Baaramee, one of the islands of The World project in Dubai, an interactive 3D environment was conceived to allow possible investors and buyers to visualize and interact with the project. I was asked to develop a graphical user interface with which users could interact with the system through a touchscreen interface.
Project duration:
100 hours
Methods used:
- System flowcharts to communicate with programmers
- Interactive concept presentation to communicate with programmers and management
DreamWhipper: Complete product development of a hand powered cream whipper
Relevant Keywords:
Product development, household, manufacturing, technical research, technical development, prototyping
Design Goal:
As part of a design exercise at the TU Delft, we were given the task to use a 1928 patent of a cream whipper as a starting point for our design case. We were to use the patent as much as we could and translate the design of the cream whipper into our days in terms of production, assembly, materials, styling and features.
Project duration and team:
250 hours, 6 industrial design engineers (David Güiza Caicedo, Wouter Drost, Roos van Rhijn, Erik Jansen, Marie-Louise Brantjes)
Methods Used:
- Product analysis
- Technical research
- Brain writing
- lo-fi prototyping
- 3D modeling and Rapid prototyping
- User testing
Skil Caulkgun: A new battery powered product for Skil’s portfolio
Relevant Keywords:
Product analysis, power tools, product development
Design Goal:
To make a design proposal for a battery powered caulk gun that can be added to the product portfolio of power tools producer Skil.
Project duration:
125 hours
Methods Used:
- Product analysis
- Morphological charts
- 3D modeling
Nuntius: A newspaper delivery tricycle
Relevant Keywords:
Newspapers, delivery, product development, technical development
Design Goal:
As part of a design exercise at the TU Delft I was asked to design a human powered vehicle with the main purpose of transporting goods. I decided to develop a newspaper delivery trike.
Project duration:
150 hours
Methods Used:
- Collage making
- Morphological charts
- Technical detailing
- 3D modeling
Baller: Concept furniture for children
Relevant Keywords:
Children’s furniture, design competition, plastic, conceptual design
Design Goal:
Design a piece of furniture for children to be produced in plastic and go along with the general Hema style: simple, colorful products, with a high quality and a low price.
Project duration:
75 hours
Gothic Clock: Free formgiving exercise
Relevant Keywords:
Goth lifestyle, wall clock, free form-giving exercise, clay modeling
Design Goal:
As part of a free design exercise at the TU Delft we were asked to research a specific lifestyle (goths in my case) and to design a daily use product that would fit the form language of the given lifestyle.
Project duration:
75 hours
Methods Used:
- Interviews
- Sketching
- Clay modeling
…a few sketches
Graphic, Multimedia and Web design
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