Catawiki – proposition research

By organising two user sessions with both sellers and buyers that had been using the online auction platform Catawiki, we helped to validate how Catawiki is currently being perceived by its customers and gained insights to what USPs resonate most.

I was involved in organising and leading both sessions, as well as analysing the outcome and presenting this back to all stakeholders.

Involved client for this project: Catawiki

Vodafone CXX – Customer journey design

This project was focused on improving the Vodafone customer experience, across all markets.

In our case, we focused on both renewing customers as well as customers that could become ‘converged’ (combining mobile with home services).

In order to get to a holistic understanding that would enable us to formulate the to be achieved global design principles, we held over 5 workshops, across Europe, to learn from the current challenges and success stories of the local markets.

Involved client for this project: Vodafone Group
Read more information on

Vodafone SecureNet – Web app design

During this project two Design Research group sessions were held to collect consumer insights regarding habits, needs and concerns around mobile devices and safety, in a family context.

The main challenge was to enable parents to change their child’s settings without taking their devices, while also taking into account the different mobile contexts and according data connection (Mobile connection vs. Wi-Fi connection).

The qualitative insights from the group sessions led to development of SecureNet, a web application that integrates with and protects Vodafone’ customers against viruses, dangerous files and harmful websites, as well as offering them additional parental features if desired.

We did not only design the web application, but also the website promoting the service on

Visual design by: Joris Hoogendoorn
Involved client for this project: Vodafone Group

More info on:

Pick Up and Play – Student project

For my master thesis, I aimed to better understand the role of the tangible qualities and the domestic setting in relation to current music experiences, and what implications this brings for designing for music and other media platforms.

To tackle this problem, I applied a research through design approach called ‘conceptual design proposals’ (Gaver and Martin, 2000) that led to a concept called ‘Pick Up and Play’ as displayed in the video you can find here.

Involved clients for this project: Spotify, IKEA
As part of Mobile Life Centre, Stockholm under supervision of professor Barry Brown.

Read the whole thesis on Issuu!

This project was published in:

BookThere’s not an app for that: Mobile User experience design for life, by Simon Robinson, Gary Marsden and Matt Jones.

TV: TV 4 Swedish News as part of a documentary about the Mobile Life Centre. The video you can find here.

Web publications: The project was published on (amongst others): Yanko DesignBoing Boing and PSFK.

More student projects, such as Arduino prototype, on YouTube! Or click on any of the social media links on the left.