ROLE

WORKSHOP FACILITATOR / UX DESIGNER

YEAR

2022 - NOW

DESIGNTEAM

JUST ME

TIMELINE

1 WEEK PROJECTS

Flanders Digital Innovation

35+ design sprints for the Flemish government

35+ design sprints for the Flemish government

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about.

Context

A few times a year I work for Flanders Digital Innovation within their Sandbox programme. Department leaders across Flanders submit innovation ideas. In one structured sprint week, we turn those ideas into tangible prototypes and test them with real users.

Some stop there. Some get funding and grow into full-scale projects.

So far I've worked on 35 Sandbox cases. The common thread: high uncertainty, public impact, very limited time.

My role
Designer and co-facilitator. Together with the sprint lead, I help shape the challenge, structure the week and guide stakeholders from idea to validated prototype.

  • Refining the problem definition

  • Translating policy ambitions into user-centred concepts

  • Designing and prototyping within one week

  • Testing with real users

  • Presenting outcomes to decision-makers

Speed, clarity and the ability to design under pressure. That's the job.
Below are two cases worth highlighting.


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challenge

Public digital services often rely on two-factor authentication. For people with cognitive or mental disabilities, this creates a barrier instead of security.

The challenge was to rethink authentication without lowering safety standards.

In one sprint week, we explored how two-factor authentication could happen on a single device. The concept combined:

  • A physical card with a unique key

  • A simple scan interaction

  • Facial recognition through the device camera

The goal was to remove complexity while keeping compliance with security standards.

We tested the prototype with the target group and refined the flow based on real interaction behaviour.

The project received positive validation and moved forward after the Sandbox phase. With the name: Smile-ID

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how did i get there

Case 2: KMSKA Fabriek – Exploring museum collections through AI

For KMSKA, the Royal Museum of Fine Arts Antwerp, we explored how their rich collection data could become more interactive and creative.

The question was not just how to search better, but how to create with the collection.

In the sprint, we prototyped a platform where users could:

  • Search the collection using AI-powered semantic queries

  • Combine artworks into personal collections

  • Generate stories, games or quizzes

  • Explore connections between artworks beyond traditional categorisation

The concept positioned the museum database not as an archive, but as a creative playground.

The prototype helped clarify how AI could support discovery without replacing curatorial expertise.

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