Sketching is probably the most important tool in the ideation process. I usually start off with quick drafts on paper to explore both functional & esthetic aspects. Later on I start making more realistic renders either on paper with markers & pencils or digital with a Wacom tablet.
In the further development, cardboard, foam or clay models are made, to determine the actual dimensions (mainly for human factor purposes) or to experiment with the shape (mainly for esthetic purposes), or even to present an idea.
For the finalization of an idea, I use 3D software like SolidWorks (for more technical products) or Rhinoceros & Cinema 4D (for more conceptual ideas)
I mainly use 2D software in the design process to quickly make presentable visualizations for short, more conceptual assignments (mainly pitches) or for graphic design purposes.
To make sure a product doesn’t only work in fairytales, I always test the very basic principles used within the product. These principles can be human factors related or mechanism related.
The test results range from interpretations of observations with users (usability tests) to basic measurements (dimensions, weight, moisture, etc.) for more technical questions.
Most test setups are built to test one basic mechanism/aspect, but my knowledge of Arduino also allows me to build more complex & realistic setups.
I’m an eager learner, especially in software. When I want something done and it can be done with software, I’ll invest time in learning to work with that new software until I have the result I was looking for rather than asking someone experienced to do it.
I discovered Photoshop & Illustrator at the age of 12 and have been expanding my software backpack ever since. I’ve not only taught myself 2D graphic software but also 3D software, video editing software & sound design software.
Self-taught: Photoshop, Illustrator, Premiere Pro, Cinema 4D, V-ray, Keyshot, Resolume Arena, HTML5, CSS3, Ableton Live
Learned in school: Indesign, Rhinoceros, Arduino, SolidWorks, Sketchbook Pro