
Online media concepter at digilogue.
Amsterdam Area, Netherlands

Online media concepter at digilogue.
Amsterdam Area, Netherlands
* Product developer: Developing qualitiy products for target groups. A product should be developed totally around the target group. Especially the interaction, tone of voice and visual guidelines should be the greatest part of the work while developing.
- Interaction design/Human Factors (strong need for a usefull, logical userpath within products)
- Project management
- Product development
(Online Media industry)
April 2008 — September 2009 (1 year 6 months)
digilogue. biedt een breed gamma aan online mediadiensten, zoals webvertising, mobile marketing, e-mail marketing, weblogs, affiliate marketing, content sponsoring en search engine marketing, inclusief de integratie met offline media
(Public Company; 501-1000 employees; Marketing and Advertising industry)
September 2007 — February 2008 (6 months)
(Online Media industry)
2007 — 2007 (less than a year)
(Privately Held; 51-200 employees; Computer Software industry)
2007 — 2007 (less than a year)
(Online Media industry)
2004 — 2006 (2 years )
(Public Company; 10,001 or more employees; NWL; Consumer Goods industry)
2003 — 2004 (1 year )
batchelorvak , Interaction design aan de faculteit der Geestenwetenschappen. , 2007 — 2007
Course target:
To prepare students to conceptualize, demo and write up new media projects.
The course investigates the key debates in interaction design theory in two parts, ‘objects and interaction’ as well as ‘digital environments and interaction.’ In each section, the authors take up variations on Roland Barthes’ notions of readerly and writerly.
The first half of the course covers objects and interaction. Over the past decade the human factors approach to interaction design has come under increasing criticism. With the human factors approach (largely from cognitive science and psychology), objects should be made ‘readerly’; they have ‘affordances’ that suggest, even determine, how a product should be used and interacted with. The second half of the course treats digital environments and interaction. In digital environments similar questions may be asked concerning whether design materializes (writerly) opportunities or (readerly) constraints.
2003 — 2007
(cult/artistic) movies, gadgets, interactive and conventional media, art., design, trends, girlfriend, modding hardware and/or software.
HVA, Conclusion, Newell rubbermaid, Sanford, Generation Next, Creative nerds
Bronze Winner Initiative Excellence Award 2008: De Bijenkorf: Shotcode