Bike2Bike: A Cooperative Break Game for Students (2023-2024)
Maja Lamminga, Anna Hornman, Emma Sanders, Femke Stockmann and Carlijn le Clercq
Students nowadays have a sedentary lifestyle, which involves a lot of sitting which can lead to (mental)health risks. Through literary research, interviews, and a survey we found that the cause for this behaviour include time constraints and academic workload. Moreover, it was discovered that the participants who were questioned, saw potential for a game during the break and would have more motivation if the product would be collaborative. Therefore, a break game was created, a collaborative biking race game. So it is a sort of Mario Kart game, only you play with 2 players to control 1 bike. And instead of using a remote, you exactly cycle on a desk bike and use a bike steer to control the bicycle on screen.






Smart Technology: An Autonomous Self-Driving Robot (2023)
Bas Reterink, Max Vroomans, Onne Ipping, Bram Rouwhorst, Fernando, Tomas Rendon

In Module 5 of Creative Technology, our team successfully developed an autonomous self-driving robot. This project demonstrated our expertise in hardware design, software development, and machine learning. We integrated sensors and actuators, implemented algorithms for real-time decision-making, and fostered effective teamwork. The robot also succesfully scanned a barcode, to acknowledge it reached correct finish line. This project not only enhanced my technical skills but also emphasized the importance of collaboration and innovation in overcoming engineering challenges.
OKAERINASAI: Artistic Installation about War (2023)
Jarne Groenewegen, Nurihan Kim, Patrik Tuka, Rowan Beukelman, Xinran Zhi, Carlijn le Clercq
The art installation OKAERINASAI focuses on the disconnect between the soldiers and their homes and makes the audience think about the nature of conflict. The artwork itself temporarily transports the audience into a war-like environment by means of analogue machinery such as switchboards, knobs and various switches, allowing them to listen into phone conversations between soldiers and their families, and thus gain a deeper understanding of the reality of the difficulties these people face.




MijnBouw: A Modular and Dynamic Board Game (2021-2022)
Matt Hassing, Gijs Dekker and Carlijn le Clercq
During the lockdown in the Netherlands, our group grew very bored of playing the same games over and over again. That is why we wanted to create a game that each time you played it, was different: dynamic and modular. We fairly quickly came to the realisation that for that to work, we needed to create a board that with each turn would change. So we created tiles that would create the board, by putting them together the player can walk over them. But before we started to design the game we wanted to all the rules laid out, so we created different prototypes with different versions of the board. The whole game is self-made, including the 3D models on the cards using Blender. We also included a box, 3D printed pawns in the form of mining helmets and a manual. We played the game each time we made a new version with different people from all ages and they filled in a questionnaire, that is how we improved each version of the game.






