Denny Hurkmans

4 Projects
5 Connections



SD5527 - Graduate Studio Workshop 1 - Green Market

Hong Kong is a fast­ moving city and people want to keep up with the trends. According to the various research, Hong Kong produces about 15,000 tons of solid waste a day which is the highest per capita waste produced in comparison to nearby Asian cities. The Environmental Bureau has set a target to reduce per capita municipal solid waste by 40% by 2022. Our goal was to create a concept for the Eastern Community Green Station (CGS) owned by the Environmental Protection Department of Hong Kong, which would increase traffic to these CGS’s.

Project Overview
The first part of the project consisted of understanding how and why people make wise green choices, before creating the concept which would achieve EPD’s ultimate goal (waste reduction). According to our research, we define wise green choice as “to make a conscious choice to practice the belief of responsible consumption after one evaluate alternatives to fulfill one’s needs.”

Through our research, we have proposed that the key problem in getting people to make wise green choice toward waste reduction is that people cannot bridge their value to green behaviour. Hong Kong people value sustainability, however, they don’t act upon it. It is a common phenomenon across different countries as well. Therefore, the primary goal for this project is to design a solution that would solve this problem.

Specific to Eastern Community Green Space (CGS), we have identified another problem that we set as our secondary goal. EPD has planned to build a CGS in each district in Hong Kong to strengthen environmental education and as station for collecting recyclable. Existing activities only utilize partial of the Easter CGS space and there’s limited segment of the community using the CGS facility. Therefore, maximize use of the Eastern CGS space and increase local community usage became our secondary goal.

Concept Map
The concept map was used to explore the subject Sustainable Consumption and how this relates to Waste Reduction, which was the overal goal of this project. A concept map is a diagram of our understanding of sustainable consumption and how sets of concepts are related to one another. Areas that were explored in this concept map were: Environmental Issues, Producers, Disposal and the Consumer.

Another area in the concept map is the Purchase Buying Decision of consumers. This area describes the steps the consumer makes before and after buying a product. All these steps are influenced by different processes that were mapped in the concept map. The Product Lifecycle area showed us how products ends up at the consumer and what kind of waste is produced at each step. It also shows the stakeholders that influence each step of a product’s lifecycle.

After the concept map had been made, there was clear view on what Sustainable Consumption is and how this could be used to think of concepts that focus on Waste Reduction. At this time information needed to be gathered about the current activities of the different Community Green Stations. Interviews were held with spokespersons from different Community Green Stations in Hong Kong. Questions were asked about what kind of activities are held at the CGSs, how many people usually attend these activities and what kind of people are usually joining these activities.

Site Visit
Another method that was used to gather insights was a site visit to the Eastern CGS. Pictures were taken of the different areas that the Eastern CGS consist of. The main goal of these pictures was to find out what areas are used and what areas can be used in the future. During the visit to Eastern CGS a few things became clear. First is that only the main building and the workshop area are used to host activities. These areas are indoor and provide tables and chairs for the people to participate in different workshops. The main building is also used for lectures. Another finding is that a lot of outside space is not used by the CGS. While visiting the Eastern CGS another finding was that a lot of people walk through the CGS without entering the buildings.

The concept that was created tried to leverage Eastern CGS to host a regular weekend Green Market where local producers such as farmers or retailers that produce and/sell green products are gathered to sell their green products. Citizens can learn and even buy green alternatives while being educated what is green products. Another element of the Green Market was to invite people who already posses a green lifestyle and have them host workshops and information sessions to educate people about green choices.

Through the site visit we conducted, we learned that some spaces within the Eastern CGS are not utilised. Using the map of the Eastern CGS we planned activities in different areas. In the video at the top of this page, all these spaces are shown. The Green Market would increase foot traffic into CGS, optimise the flow of traffic to each activity, and utilise CGS unused space.With the activity location planned, we showed possible ideas for each activity in the video. To give the client a good understanding of how the activity would be like at the Eastern CGS space, we created illustration of the activity overlayed on the images of the Eastern CGS.

For more information about this project visit my portfolio website

Or check out the video on Vimeo

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SD5524 - Tangible Interaction Workshop - Keep Calm

Can you Keep Calm while playing Liar's Dice? This project was done during the Tangible Interaction class at PolyU School of Design. Players use GSR sensors, which measures how stressed or clam you are, to control their own tram. The tram of the person that stays calm will move faster than the person that is less clam. For this project we made use of the Arduino in combination with Pure Data to control the motion, light and sounds of the game.

This game pays homage to Hong Kong’s stressful streets, where the iconic Hong Kong “Ding Ding” trams bring locals and expats together. This project was also inspired by current research studies being done on stress and emotional responses, and our way as Masters of Interaction Design students to externalize people's physiological responses and poke fun of how one person’s stress effects another. With a pair of inexpensive GSR sensors, which have been used in lie detectors and other biofeedback devices, players power miniature laser-cut “Ding Dings” in a race while playing the popular Liar's Dice Game.

The construction of the game consisted of two major part. Firstly the tram and arena design, which has been done by Iris Lam, Peter Wo and Priscilla Ho. The other part, which was the programming of the Arduino’s to gather the data from the GSR sensors and to sent it to a pd-extended file on a MacBook was done by me. When the data of the GSR sensor would be sent to pd-extended, variations in the changes of the data would be measured. This was eventually used to sent back a signal to the Arduino’s to control the motor. Our project got featured on Instructables, where we made a step-by-step guide how to create this prototype, which can be found in the link below.

How it's Made: HK Tram Laser Cut Race Game (Instructables)

How it's Made: HK Tram Laser Cut Race Game (Video) 

How it Works: HK Tram Laser Cut Race Game (Video) 

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SD5529 - Embedded Interaction Workshop - Inno Bubbles

"Inno Bubbles capture and visualize innovation in Innovation Tower"
Jockey Club Innovation Tower is the home of Hong Kong PolyU School of Design. Innovation springs out constantly in this building among students and staffs. Inno Bubbles is an interactive installation located in the atrium space of the building which reveals innovation presence inside the building visually through people's activities.

"Bubbles in the air connect to the Brains on the ground"
The installation is consisted of two main parts: Inno Bubbles hanging on different floors in the air of the atrium and three interactive Brains in the public meeting space at the bottom of the atrium. People's voice and movement representing innovation is detected at different areas of the building which triggers the spinning of the Inno Bubbles and also the glowing of the interactive Brains.

"Interaction at three types of area activates the installation."
Type 1: Innovation in Studios - students' activity drives the spinning of the Inno Bubbles on that floor.
Type 2: Movement at Atrium - people's movement activates the Brains to lit up.
Type 3: Innovation in Public Meeting Space - people's sound controls the brightness of the Brains.

"Imperceptible to perceptible”
The goal of this project is to bring awareness to what is not normally perceptible. It seeks to let visitors know the ideas that are being shared in the PolyU School of Design and to encourage everyone in this building to sit down to think, to communicate, to share ideas with each other which helps build the innovative and inspiring environment inside the building together.

For more information about this project visit my portfolio website

Also check out our Behance page about Inno Bubbles or watch the video on Vimeo

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SD5508 - Graduate Seminar II: HCI - The Utility Scarf & Tattooable

In this class, we investigated interaction design along three primary dimensions, namely (i) themes that may endow forms with meaning—understanding and motivating what is worthwhile, (ii) forms that serve as an expression of meanings—designing things that are worthwhile, and (iii), interactive functions of meaningful forms—things that things do that are worthwhile.

During this two week class the themes we considered were seeing each other (identity, beliefs, tolerance, and inclusivity) and preserving life (sustainability). During the class we designed various forms of interactive wearables according to these themes.

Projects / Deliverables
The forms of the projects are one of research, or insights, or concept/prototypes. The form of research is diagrams or images. The form of insights are diagrams or annotated images. The form of concept/prototypes is a sequence of images or a video. The project presentations take the form of a five minute video that must stand alone without accompanying spoken commentary (mp4 or avi). The primary outputs are diagrams, or photographs which may be annotated, or video. The use of text should be minimal. You will create or use physical forms as needed in the service of image making or video. You do not need to make interactive features work, but rather you need to illustrate how they will work in images and/or video narratives. You do need to be able to explain what technologies are needed to implement your designs, if they are available or will be, and how they will work. Production values—that is the quality of your diagrams, images, and videos matter significantly in this class. The projects are done in groups of 3.

PRInCiPleS Framework
During this class we made use of the PRInCiPleS framework created by Eli Blevis. The framework elements are straightforward:
1. Predispositions are the things we believe to be true at the outset of a design process or explanation.
2. Research comes in three forms, namely (i) observations—or primary research, (ii) literature review—or secondary research, and (iii) collections—or knowledge about cultural forms.
3. Insights are the design issues that arise out of research.
4. Concepts and systems of concepts are the things, services, communications, or strategies that we envision in response to insights.
5. Prototypes come in three forms, namely (i) exploratory—or behavioural or low fidelity prototypes, (ii) appearance—or look and feel prototypes, and (iii) usability— or proof of concept or high fidelity prototypes.
6. Strategies come in three forms, namely (i) social value—or social planning, (ii) technology—or technology planning, and (iii) enterprise—or economic planning.

Week 1 - The Utility Scarf
The topic during the first week of the class was "seeing each other”. This basically means how people with different cultures, backgrounds and values see one another. Using the PRInCiPleS framework we gained the following insights:

1. People in certain situations, especially travelling, are willing to wear clothing items they don’t usually wear.
2. When people understand what the reasons are behind cultural traditions, they gain more respect.
3. Shawls can have different uses and in different cultural contexts.

From these insights we came up with the concept of a scarf that has high utility in being able to change colours, style, and patterns in different contexts to honour the heritage of different locations. The scarf uses haptic feedback to notify the user if they approach a certain locations, which could require them to cover their head or use different colour or patterns.

A video of this concept can be found on Vimeo

Week 2 - Tattooable
The topic during the second week of the class was "preserving life”. This basically means how people live without excessive consumption. Using the PRInCiPleS framework we gained the following insights:

1. Some forms of capturing memories have more negative social and environmental implications.
2. Tattoos are similar to wearables in being a statement about the person who is wearing it.

From these insights we came up with the concept of second skin that shows your memories in tattoos. With this concept we want people to draw memories directly on their skin. To decide what to draw requires people to really live in the moment and experience everything before coming up with a design to draw on their skin. Another feature would be to share this memory or drawing with other persons in an initiative way as shown in the video.

A video of this concept can be found on Vimeo

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