Theater de Veste

Project type:
UX Design
2023

Delft's Theater de Veste aimed to introduce new audiences to its performances and foster social bonding among students. The project focused on understanding TU Delft students' interests to create a design that attracts them to the theater. In this project I was working alone through research phase as well as designing and testing.

Research Aim & Questions:

The research aimed to understand TU Delft students' lfree time activities, opinions of theater, and the theater's current student engagement strategies. Key questions included:

  1. How do TU Delft students spend their free time?
  2. What do TU Delft students think about theaters?
  3. What is the theater doing to attract students, and to what extent is it working?

Research Methods:

I conducted three ethnographic interviews, observed Theater de Veste, and reviewed its website and Instagram. Interviews with international students provided insights into their activities and interests. Observations and reviews identified areas for improvement in the theater's engagement strategies.

Design Direction:

Ideation: Lotus Blossom Technique

For the ideation phase, I used the Lotus Blossom technique. This brainstorming method helps build ideas around central themes and then break them down into smaller, more manageable concepts.

Prototype:

The prototype included a digital game, "Whack-a-Mole," and a physical black booth. The game featured theater-related visuals and offered discounts as prizes. The booth, designed as a 3D model, had posters and an interactive touch screen. Players could take group photos, enhancing the social experience.

Testing and Feedback:

Feedback from peers, lecturers, and the client led to refinements such as rephrasing rules, resizing buttons, adding game elements, and accommodating different group sizes. These changes ensured the prototype was user-friendly and engaging.

Final Prototype:

The final prototype featured player selection, game instructions, a theater trailer, and an interactive game. Players won discounts and took group photos, reinforcing the social aspect of the design.

Results:

The design effectively addressed the theater's challenges by creating a visible, engaging, and student-friendly installation. It enhanced both online and physical presence, making the theater more approachable and inclusive for international students. The interactive game and photo feature fostered social connections, aligning with the project objectives. By leveraging interactive and inclusive design elements, the theater successfully bridged the gap between Delft's Theater de Veste and TU Delft students, attracting a younger audience, promoting its performances, and fostering a sense of community among students.

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