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Time Flies JP


Parents are often stressed and anxious while navigating the airport. They are confused about where they need to go, what they have to do and if they have enough time. On top of this they are afraid their child will run away or bother others. To solve this we designed a new playful way finding system aimed at kids, to let children help their parents navigate the airport in a fun and intuitive way.

Partner: Kyushu University (Japan)


Prof. Yasuyuki Hirai

Tokushu Inamura

Shinichiro Ito

Commissioner: Fukuoka Airport Building

Sustainable Workspaces

The use of the Earth’s supplies is a big concern these days. With the growing awareness more and more people choose for sustainable and environment-friendly solutions in their everyday life. With the help of the products that energy companies provide, sustainability is becoming increasingly available in the home environment. But what about businesses?
The energy provider Eneco is in transition from commodity to service and is aiming to help not only home environments, but companies as well to become greener.
Altering one part of the customer journey is already a step ahead. The biggest communication point between Eneco and the customer is the energy invoice, which is unclear as it is at the moment, and the way of getting information about sustainability is complex. Let us discover how combining these two elements into an understandable product affects the sustainability level of entrepreneurs.


Due to climate change, extreme rainfall events will occur more in Amsterdam in the future. At the moment, Amsterdam’s citizens are not aware about the damage these extreme events could cause. Because water management during these events asks for a shared responsibility, the tragedy of the commons implies on this issue.

In this research, the influence of gamification and persuasive design on the citizen’s awareness will be investigated by testing the game Heroes of Rain. Before the game, a survey has been carried out, which has been compared with the experiences of testing the game. While testing the game, it was noticed that the players started a conversation and their awareness increased. This corresponds with the theory that information exchange raises awareness because games need to apply on real life situations.