I'm an architect by trade, and storyteller by heart. My interest is public space in all it's complexities, from design to planning, from co-creation to urban renewal. I have a passion for uncovering unique ways to use public space, and I enjoy creating new tools for better understanding of public space potentials. Currently I'm one of the director of ISOCARP (International Society of City and Regional Planners) and the creative director of Blok 74 planning communications, both in the Netherlands. My working fields are urban design, public participation and digital technology, as well as international knowledge exchange management.
Which additional experience/skills can people of Placemaking Europe reach out personally to you for?
I travel a lot for my projects, so I have learned to be flexible, practical and do a lot with little. I am a solid spokesperson, and I enjoy connecting people and projects. Since I change scenery a lot, I'm familiar with working in different cultural contexts, with different professionals and stakeholders.
Which experience/skills can people of Placemaking Europe reach out to your organisation for?
Specialties: international project management, knowledge dissemination and exchange. Design and development of web-based simulations and design tools, based on the experimental use of AR / VR/ XR. Production of collaborative design workshops, helping municipalities and policy makers to get new angles on public space and communicate better with the citizens. Using mixed-media (web, video, product design) to turn planning into stories.
Describe one of the projects you are most proud of
In 2016 I have been part of a small, but relevant placemaking / citizens participation project in Belgrade, Serbia. The subject of the project has been collaborative design of a neighborhood square, replacing a gas station in the middle of the living quarters. The project has been initiated by a local non-profit cultural foundation. Upon their invitation, I have produced a playful "design table" session, using urban gaming as a tool to let the participants express their ideas about the square. The square has been realized several months later, using the outcomes of the session.