interactive design

Interactive Design is defined as a user-oriented field of study that focuses on meaningful communication of media through cyclical and collaborative processes between people and technology. Successful interactive designs have simple, clearly defined goals, a strong purpose and intuitive screen interface.


'Rembrandt Reality' lets you experience the painting 'The anatomical lesson of Dr. Nicolaes Tulp', but in a historically incorrect location.


In the project AI AI Barbie we design new frameworks for responsible use of AI in toys with parents, children and experts from different disciplines.


Shu Lea Cheang’s Brandon, the Guggenheim Museum’s first-ever online commission, was a year-long web narrative and performance that explored what Cheang called the “digi gender social body”—the online, socially constructed body, such as an avatar—as a site of potential violence, control, and liberation.


What moves web designers these days? To find an answer to this question, I visited the AWWWARDS conference in Amsterdam in January. Here, you can find both the lead designer of Ubuntu as the developer evangelist of Microsoft. Most presentations had something to do with enhancing the web experience and the ease of use of web applications, by learning from other designers, developers and users.


In the European meSch-project, new ways are created to tell the stories behind objects in exhibitions. By developing new interactive tools and applications, together with curators and the public. A good example of this cocreation practice could be found in the 'Atlantikwall' exhibition at the Museon in The Hague.


Recently, the new book "Performance as Interface | Interface as Performance" of artist and researcher Marloeke van der Vlugt was presented during the Play/Perform/Participate conference in Utrecht.



Sigismund II

Sigismund has been around since 2006 in developing a successful educational project at the archive of the province of Drenthe.


Digital Spaces Living Lab (DSLL) tested our loupe prototype with school children at the National Museum of History (NMH) in Sofia.


For the project "Register of Yesterday" we made seven media cabinets in 2010 that were used during the project at libraries in the personal storytelling process. The design object contains a small computer, keyboard, display, microphone and a document scanner.



Mood Room

The 'Mood Room' developed by Waag is an interactive installation that was created as part of the Play section of the COMMIT research programme. It uses 'embodied learning': a form of learning where to whole body is used to get results.


We are currently busy with the development of 'Whiskers': objects that remotely connect people in a playful way. We think these means of communication can play a role in the future care of the elderly.



De Populair

'De Populair' was an unique product: an interactive tree, which brought connection, surprise and energy to every location in which it was placed.


The Dutch society of botanical gardens (NVBT) has submitted the 'twitter tree', developed by Waag, as an exemplary dsign project.


For the European project meSch, together with museum staff, heritage specialists and curators, we searched for new ways to further enhance the way we can tell the stories of objects. To demonstrate the prototype, the project team made a video.


Who wants to do the Dutch Design Week 2013 (DDW13) in just one day has to make choices, as there is an overflowing supply.


Can a magnifying glass add a dimension to a museum visit? Waag, one of the partners in the meSch project, created a prototype of an interactive magnifying glass: a wooden frame with a smartphone hidden in it


Waag is a regular guest at the annual Dutch Design Week (DDW) in Eindhoven.


The Reading Table for Old and New Media dates from 1996 and consisted of a classic reading table that unobtrusively also contained four computer displays outfitted with a specially designed interface for Internet access.


For her study at the University Utrecht (Social and Organisational Psychology), Laura Buijs researched the development of cognitive empathy at youngsters in a interactive visual installation for the COMMIT/Play programme. A research report of her internship is now available as pdf. This report is written in Dutch.


For years our two ScratchWorx installations were used as educational VJ/DJ-tools. One of the interactive consoles did even travel on a tour with rapper Ali B. And we held numerous workshops on several locations with them. But for some time already they were just gathering dust. Now, we've found a new destination for them.



Homeless SMS

Homeless SMS is text messaging service for people in a socially isolated position to stay in contact with care workers and to build an informal support network.



Pop Up Video

Het project Pop Up Video onderzoekt hoe de techniek projection mapping kan worden gebruikt om een toepassing te ontwikkelen waarmee jongeren op vernieuwende wijze een verhaal kunnen verbeelden en presenteren.


The jury of the Children’s Museum Award 2013 has awarded the project Operation Sigismund of the Drents Archive with a special recommendation. The jury recommended the project as an experimental learning environment that clearly expresses the importance of an archive to young people.


On 10 and 11 January, twenty youngsters tested our new installation for the project Play. Concept developer Marise Schot describes the tests and the results.


More and more elements from the mobile world are now entering the computer operating systems. But are these useful?


The City of Amsterdam welcomes Ohyoon Kwon, Piotr Steininger and Giovanni Maggini as fellows for the Code4EU project. The coming nine months they will be working on innovative and smart apps that change the way governments work for their citizens.


Researchers at Georgia Tech are trying to open the world of tablets to children whose limited mobility makes it difficult for them to perform the common pinch and swipe gestures required to control tablets.


Within the project COMMIT, we are looking for answers to social issues concerning ageing by developing pilots.


Nowadays, surfing the internet does not only apply to traditional desktop browsers. We are using the Internet in the train, on our bikes, during traffic jams or on the sofa in the livingroom. An enormous growth of devices, screen resolutions and browsers have been developed these days.


From the field of education the reactions on the initiative of Maurice de Hond's the iPad school are mixed. On the one hand, critics point out that there are already existing similar initiatives (it is not very new) and secondly, the primacy of technology is critized. The reaction of de Hond on his critics is easy, he says they have no right to speak because they are illiterate and technophobe.


Our social media tree called De Populair has found a new location. This interactive piece of street furniture developed at Waag can be seen, heard and followed at the Muiderslot castle in Muiden.


Indispensable at every nursery school or kindergarten: the sandbox. Creative Learning Lab has enlightens the sandbox with colours and animations with 'Animaatje'.




Waag and Drents Audiovisual Archive (DAVA) developed the multimedia table Wisselkabinet (Exchange Cabinet).



Story altar

The Story Altar (Verhalenaltaar) was developed in 2003. The project researches the possibilities of new media for the preservation of cultural heritage.


The Archive of the province of Drenthe comes to life for children in primary schools.


In this project, the Centraal Museum in Utrecht and Waag realised The Rietveld Schroder house online, a website for the cultural heritage of Gerrit Thomas Rietveld.




ScratchWorx was a DJ/VJ tool that was used in schools.


The community park as shared media space. A metal tree that is self-sufficient and spreads your messages.


Teylers Betalab is situated in the former Observatorium in the garden of the Teylers Museum in Haarlem.




Herinnerding was a multimedia table made for the National Archive.


With the Animation Machine kids (and grown-ups alike) could make an animation with a two-button machine. The results were often amazing.




Anansiweb was the website for an exhibition in the Tropical Institute in Amsterdam for children.




Waag developed a web expedition on the Internet for the free Dutch magazine Samsam.


After more than five years since the original Storytable was developed, it was time to move ahead with a new innovative version.



Museum night

Annually, Waag opened the Waag building during the museum night, organized early November in Amsterdam.


An innovative new learning approach for secondary education: the Digital News Collage. In this project the editorial content of newspapers is used in a creative application.




Waag developed BodyGuard in collaboration with the Dr. Leo Kannerhuis, center for autism. This biofeedback system serves to support employees with Autism Spectrum Disorder (ASD) during stressful situations at work.


StoryBOX facilitates game-based language learning.



Pop UP

In Pop UP, an interactive cross-media environment was created to stimulate fantasy and creativity.




Madretsma was a project that used mobile communication to create stories and linked the heritage inside the museum with world outside the museum.


The international StrangerFestival was the centrepiece of the Stranger project of the European Cultural Foundation (ECF) that included video screenings, debates, masterclasses and workshops for young people.




LooseControl was an open-source platform to facilitate multi-user, live interactive broadcasts.




The Storytable was a piece of furniture specifically designed for one to six elderly persons. With only two buttons, users can activate historical features and view them on integrated screens.