Vincent Beers

This is my portfolio.

Web designer. Game creator. Music artist. Aspiring user experience designer. And more.


A minor offered by the Hogeschool Utrecht.

Click on pictures to see detailed descriptions.

Co-Design Studio is a minor I followed at the Hogeschool Utrecht, where I studied, well, Co-design.

It has everything to do with user-centered design. In fact, the user is involved as much as possible in whatever you are designing.

Design Aesthetics

A.k.a. "Make a light object"

A one-week introductory project aimed to find a common element between me and my team members to make a lamp that reflects this common element.

Ours was about perfectionism: always wanting to improve on something.

We built a large box with a lamp in it. It is normally tilted. You might have the urge to set it straight, and once you do so, the light in the box will turn on.

Project 1: Zodiac Aerospace

Brief project description: find something new and unique to do with the kitchen area for flight companies that don't use it.

There were tons of different results from tons of different people. We aimed towards improvements for elderly people, and ended up getting solutions that benefit everyone.

Every step of the way, we learned how to use generative design tools: tools that allow us to not just interview people, but in fact involve them a lot more deeply.

The generative techniques allowed us to brainstorm, get information and and create solutions together with the end user, making the final concept and product all that much more relevant and strong.

Dutch Design Week

Our goal: to design and build something to put on top of a car! The cars drove around as taxis during the Dutch Design Week in 2013.

Since it was going to drive around on top of a car, the construction had to be really solid, too. Since we decided to make a sand castle with real sand, this proved to be a challenge, but we managed to do it with lots of wood glue!

The aim was to design something that will make people wonder what it's all about. The taxis were free and would bring you to the location of the Dutch Design Week.

Project 2: Touchpoints

Saving energy in neighbourhood Vondelparc

Aim: to find a way to have people in the Utrecht neighbourhood Vondelparc use less energy.

A new generative research tool was used: the context map, which means we gave interviewed people instructions they can follow on their own time. These instructions can be given in the form of a booklet, but we used an experimental app called ContextmApp that let us receive the gathered data quickly and easily, as well as regulate when they received the tasks.

Integral in this project was persuasive design: the practice of changing the design to motivate people to do things differently. Think landscaping, where the environment will influence how people will act. Or games to make people do things they normally don't like.

The final result was an extension of the app provided with smart energy meters, which is intended to motivate people more to start saving. It uses a system of short-term rewards.

Inspirational lecture

Everyone in the class was to hold an inspirational lecture. Different teachers and industry people were also invited to share their inspirational bit. Many different people have many different experiences, people they respect, or messages to tell. They really helped and inspired me personally to get better at the things I'm not good at.

I also had to hold a lecture, of course. It's based on video game company Valve. Click below to see.

Make sure to press S to see what I said during the slides.

Project 3: Zodiac, revisited

The final and longest project.

Six weeks. This time, each team got their own client and own assignment. Ours went back to Zodiac Aerospace in order to develop a more concerete concept out of all the concepts from all the teams in project 1.

As the final project, we received the least amount of guidance (whereas the first project was guided fully). This means we were tested and could polish our knowledge on everything we learned up to that point, and it gave us freedom to try out things we still wanted to try.

In the first three weeks, we mostly did some research, and a lot of prototyping.

We invited people over in order to test out the ideas we had.

As we ended up focusing too much on product design and not really having many good ideas even after all of this, the second half of the project consisted a lot more of creating a feasible concept built around the user experience. Aim was to get stressed people in a more calm state of mind once they enter the plane.

A video of part of what the final concept became (made by teammate Jurgen):

Who am I?

To do: write about me.