Reflecting on the tinkering space and its definitions
Tinkering can be vague. How to define for open or vague tinkering sessions?
Reading, remembering, thinking and committing my thoughts into writing.
Week 01Definitions & Domains
Tinkering
"Present participle of tinker. To make small changes to something,
especially in an attempt to repair or improve it." ~ Cambridge Dictionary
on Tinkering
↗
Trial-and-error
"A way of achieving an aim or solving a problem by trying a number of
different methods and learning from the mistakes that you make:" ~ Cambridge
Dictionary on Trial and Error
↗
It seems that all the definitions revolve around trying out different
things in order for it to improve. For tinkering that goal is undefined, for trial and
error it is for sure defined, and for brainstorming it seems that the problem is defined, but the
solution is focused on being exploratory.
Definition in this course
Within this course tinkering goes towards play with the goal of improving, but also for exploration.
In these three definitions, it is more implied towards a goal, while in the course tinkering is also
iterative with sometimes finding solutions that seem weren't heavily implied by a problem. Aka,
solutions that arise that from context that are not necesarily problems.
LLM-tool "Tinkering refers to the act of making small, experimental changes or repairs to something,
often in an informal or unskilled way, to improve or understand it better. It typically involves
hands-on trial-and-error adjustments, modifications, or playful exploration, especially with
mechanical or technical devices." ~ provided by Deepseek
↗.
ChatGPT
↗ provided me a table:
It seems that Deepseek gets really close to what has been mentioned before. The iterative nature
and the hands-on experience is almost better explained than the dictionary definitions. However the
answer
seems to be nuanced towards being unprofessional, while tinkering is more nuanced towards having a
functional result. ChatGPT provideded me a table with relatively interesting comparisons that
aligned more towards the book references, but the information does not go beyond the definitions, or
a more elaborate answer. Ofcourse I could ask for them, but it is not what it provided me from the
beginning.
Typical I-tech Project Case
To me, typical I-Tech cases involve three things: technology, the presence
of human interaction and a problem. With the problem for this example: provide
feedback to the runners (users) on how they perform in marathon races. The technical hurdles would be: have technology be non-intrusive to the users and other
marathon users (1), limited budget/time to develop any prototyped technology (2), making the
technology safe in both data collaction and storing(3), having the testing with the right
participants (4), safety of the communication of the technology towards the user; e.g. messages that
can be intercepted or modified (5).
The tinkering comes in handy when trying to make the technology non-intrusive,and create it
under a limited budget or time to develop a prototype. A very much used approach in HCI is the
Wizard of OZ approach in which users will be given a prototype that seems to work, but is secretly
being executed by a human pushing the buttons. This is to specifically test the concept or idea of a
specific application, before fully putting the resources into refining the technology that
potentially would not provide the desired outcome.
The other hurdles can be solved with tinkering, but more indirect. the participant problem can
be tinkered by smaller tests
with participants that sporadically run or have experience with running longer distances. Aka,
finding users that steer towards the same user types. However, that might only be tinkerable if the
end-user is already a clear persona, by which the 'similar users' can be substantiated or tested as
'similar'.
Safety I would personally define as more of a bickering-fighting between the data breachers and
the technologists, which can be seen as an iterative process, but I would not define it as
tinkering.
This is because testing a system this deep in the process, would be very systematic. Tinkering I
would define as more explorative and finding creative ways of solving a problem.
Tinkerspiration
I have a lot of hobbies. From the creative scene to the more technical subjects. Below my inspiration
for these areas.
Art Online Sources
For drawing my art, I used to take a lot of inspriation from online
artists. they are not bound to any website or social media, so I like to refer to their artist
names instead :
Lina im
(Two images on the left)This artist is making a lot of webtoons, online comics that are
based on vertical
scrolling. Her way of drawing anatomy is always very captivating.
Miranda Mundt
(Two images on the top) She is also a Webtoon artist. Her way of drawing backgrounds
always is in contrast with the hard lines of the forground.
WLOP and Wenquin Yang
(bottom and right) These two artists both have a captive way of drawing very surreal and
with softer textured brushes. The attention to detail and wonder always makes me use
extra storytelling and colors in my drawings too.
Physical Art Sources
There is nothing more interresting than having art really tangible in
your hands. My local library provides a lot of comics, of which I draw a lot of referenes and
inspiration from for both imaginative and anatonomy details.
Imagine FX magazine
This magazine is an international art magazine that alway feature art about current
trends in another artstyle. This combination makes it very novel to me as an artist to
keep inspired, and
not stay in your own comfortzone of drawing the same thing all the time.
Amoras
This series is actually a adult version of Suske and Wiske with a deeper story. The
combination of having a continuous mystery story, with light humor and stereotypical
characters always insprie me in my story writing.
De Berenkuil Eindhoven
This is a cycling roundabout in a shape of and 8, below the car roads. This
means there are a lot of tunnels for the cyclist to explore graffity art. Every year in
the second weekend of June there is this official event in which they renew the art with
all of them together (legally). A lot of graffity contains trending topics and I
personally like that the art is there for the whole year to aspire.
Bikes Online Sources
My idea of combining bike elements did not come out of nothing. It came from a lot of tutorials
on
Youtube channels such as Fietsenwinkel.nl. However, the inspriation coms from mainly the
channels
Veritasium, The Q, and Berm Peak. These three channels mainly talk about the mathematics behind
bikes, innovative bike designs actually produced, and reinventing new bike concepts (by also
making
them themselves).
Physical Art Sources
Bikes need to be experienced real life!
Deathlon
Oddly enough, the innovative inventions of Decathlon always insprire me to find a cheap
way to add such an invention to my bike too. Often this means tools or add-ons for my
bike that are displayed in the showroom of the Decathlon XL in Best (near Eindhoven).
Sectie-C, Eindhoven
Sectie C is a workshop area in Eindhoven for Artists that explore any kind of art. This
sometimes includes the non-functional, but aesthetic display of bikes as well. As a
designer I always love to discuss with them new ideas, explore new tools and crafting
new add-ons for my bike. Or maybe a whole frame. Why not?
Tinker Domains
A take on 5 creative domains where tinkering can be applied, along
with why they’re appealing, and limitations—domains
that might be "untinkerable":
Gardening
For both outside gardening in terms of mapping, and inside plants. The
possiblities on how to set them up are endless. And open ended answer is the main focus point
here, as plants and nature always do unexpected things: suddenly dying or surviving the weirdest
circumstances. One downside: it is a long iteration process, as plants take time to grow.
Tinkering will be mainly over
time.
Cooking
Inventing new recipees within the boundaries of a theme or dietary
wishes, can end up in many posibilities. Within my studenthouse, the dietary wishes were
mainly allergies. Eating the same dish every day very week isn't interesting, so more variety
needs to be invented. The downside is that some dishes can turn out to be not tasty at all.
Further, everything is save within responsible cooking.
Upcycling & Trash Art
Art is very iterative and has many interpretation in their results.
Trash always has a surprise element in it; literally. It is unpredictable what people would
throw out/away, wich may make the seed unpredictable, but interesting too. The only downside to
trash art is the health risks: trash can be unhygienic and working with these materials should
be checked first, before continuing with them.
Controlling a ball (as a kid or athlete or as anyone)
A lot of sports contain balls. The ways to control a ball is endless and
iterative. Within the context of sports, even on an olympic level, athletes find new ways to
handle a ball. E.g. in soccer or in basketball.
Repairing any product or system
A solution to repairing broken products or systems is always iterative
and can be considered open ended too: as long as the problem is solved, there are many ways to
handle a problem. The only two downsides are tools and knowledge in terms of skills. When fixing
any broken piece at home, e.g. electronics, it can become dangerous.
Untinkerable domain
All tinkerable domains that conflict with safety, health or any other
form of ethics. These domains call for a solution that minimalizes negative outcomes. Another
non-tinkerable space, I would call un-iterative domains, such as lawsuits. This conflicts with
the ethics, as different punishments are unethical and non-iterative towards several victims.
Week 02Mindset and AffordanceMy mindset during the robot project.
During the session of the Cardboard Robot
↗, During the Cardboard Robot session, I noticed something about how I work: when
things get fast-paced or chaotic—especially with rapid prototyping—I tend to go with the flow of the
group. I ask for everyone’s input, I'm open to trying new
things, making mistakes, and learning from them, but that often ends up creating too much chaos and
confusion. It reminded me of the phrase “too many cooks spoil the broth.” I’ve realized that when
I’m problem-solving or tinkering, I prefer working alone. It allows me to focus, reflect on
cause-and-effect, and stay in the flow without being pulled in different directions by others’
decisions or actions I can’t fully track.
That said, I really enjoy reflecting and brainstorming with others on separate tasks—discussions
where everyone still keeps autonomy. Those kinds of conversations spark insights I wouldn’t have
reached on my own.
Reflection on the materials
In the session, I worked with a variety of prototyping tools:
Byor
For both outside gardening in terms of mapping, and inside plants. The
possiblities on how to set them up are endless. And open ended answer is the main focus point
here, as plants and nature always do unexpected things: suddenly dying or surviving the weirdest
circumstances. One downside: it is a long iteration process, as plants take time to grow.
Tinkering will be mainly over
time.
LittleBits
Inventing new recipees within the boundaries of a theme or dietary
wishes, can end up in many posibilities. Within my studenthouse, the dietary wishes were
mainly allergies. Eating the same dish every day very week isn't interesting, so more variety
needs to be invented. The downside is that some dishes can turn out to be not tasty at all.
Further, everything is save within responsible cooking.
Arduino Grove
Art is very iterative and has many interpretation in their results.
Trash always has a surprise element in it; literally. It is unpredictable what people would
throw out/away, wich may make the seed unpredictable, but interesting too. The only downside to
trash art is the health risks: trash can be unhygienic and working with these materials should
be checked first, before continuing with them.
Lego Technic
A lot of sports contain balls. The ways to control a ball is endless and
iterative. Within the context of sports, even on an olympic level, athletes find new ways to
handle a ball. E.g. in soccer or in basketball.
Lowest Threshold: Arduino Grove ~ fixed PCB version
LittleBits likely has the lowest threshold. It should be easy as components snap
together magnetically, no coding or wiring required. However, controversily enough, our group
had a
bit of issues here and there to create the first sound. For this session, the Arduino Grove set
on
one PCB had the lowest treshold for us. this was because the microcontroller was running a demo
code
and the input buttons were directly processed and displayed on the mini display as part of the
whole
PCB.
Highest Ceiling: Arduino Grove
Again, Arduino Grove is the winner for us again. While it requires more setup and skill
(especially
coding), it enables complex logic, customization, and scalability. It mirrors real-world
applications—data logging, automation, IoT—making it the most powerful tool in terms of future
use
or bridging into actual tech products.
🎯 Role of Instructions:
The type and timing of instruction really matter. The LittleBits or BYOR benefit from a
seed-style
introduction—just show a few basics and
let exploration happen. More advanced systems like Arduino Grove need clearer tooling/skills
instruction to be effective;
without this, users can feel lost. For open-ended creative tasks, minimal instruction is often
better—too much direction kills
discovery. But for goal-oriented tasks, a light intro toward the goal helps focus while still
leaving room to experiment.
Introduction to the materials (seed):
This is helpful when starting with new or modular tools like BYOR or LittleBits. A quick demo or
“seed” of what’s possible is often enough to spark ideas and encourage playful exploration
without
over-explaining.
Introduction towards the goal (discovery):
For open-ended projects, it’s helpful to give a light sense of direction or purpose—but not too
much. This kind of instruction encourages creative problem-solving and personal interpretation
while
still giving a shared framework. This fits well with LEGO Technic and even LittleBits, where the
how
is flexible but the why is not yet clear.
Introduction to the tooling/skills:
More complex systems like Arduino Grove need focused instruction on tools and skills. Without
understanding how the components communicate or how the code works, you hit a wall fast. Here,
instruction is less about the project goal and more about understanding the how behind the
system.
Week 03Facilitation & Key principlesDo adults need a different approach in facilitation?
Yes—adults often require a facilitation approach that respects their autonomy, experience, and need
for meaningful engagement. Unlike children, adults bring pre-existing perspectives, expectations,
and sometimes even skepticism into creative or reflective processes. This is why facilitation,
especially in something like LEGO® SERIOUS PLAY®, plays a crucial role in guiding—not directing—the
process.
With adults, it's not about teaching what to think, but helping them explore how they think.
Relevant Concepts from the Text Facilitator as Process Guide (Not Instructor):
The facilitator’s role is to create a safe, structured space for dialogue—not to give answers or
judge ideas. This is especially relevant for adults who value being heard and dislike feeling “led”
toward a conclusion.
“The Answer Is in the System”:
Adults benefit from this systems-thinking mindset. It assumes that the group already has the
insight—it just needs to be surfaced. This approach empowers adults and respects their knowledge and
experiences.
Physical Thinking via Models:
The LEGO models act as metaphors for thoughts, ideas, and emotions. Adults might need some initial
nudge to open up through play, but once they engage, the tangible models help bypass overthinking
and allow expression on a deeper level.
Neutral Curiosity from the Facilitator:
Adults may be more self-conscious or critical. The facilitator must maintain a non-judgmental stance
and show genuine curiosity to help people open up. The how of asking is as important as what is
asked.
Power of Good Questions:
Since adults often want relevance and depth, the facilitator’s most effective tool is the
open-ended, reflective question. It invites deeper thinking, personal insight, and collective
learning without forcing a particular direction.
Avoiding Censorship:
Adults must feel psychological safety in sharing. The facilitator must never invalidate or redirect
contributions, no matter how off-track they may seem at first. Every model and story carries
meaning.
Key Principles: Papert and Montessori
Seymour Papert, drawing on Piaget’s theory of constructivism, developed the concept of
constructionism. His approach emphasizes that learning occurs mostly when individuals are
actively constructing something meaningful:
Constructionism: Knowledge is built through the active creation of tangible artifacts.
Learning through making: The process of building or programming facilitates deeper
understanding.
“Hard fun”: Challenges are not obstacles to engagement, but rather, essential components of
meaningful learning.
Technology as a tool for expression: Papert advocated for the use of computers and
programming as a
means of exploring complex ideas and fostering creativity.
Maria Montessori’s educational philosophy also centers on learner autonomy, but with a more
structured and developmental approach:
Prepared environment: Learning spaces should be intentionally designed to support
self-directed activity.
Sensorial and manipulative materials: Concrete materials help children internalize abstract
concepts.
Sensitive periods: Children pass through optimal phases for acquiring specific types of
knowledge or skills.
Role of the educator as guide: The adult’s role is to support, rather than direct, the
child’s learning.
Both Papert and Montessori aim towards learner-centered education with active engagement.
Both value hands-on experiences, the importance of intrinsic motivation, and the role of the
educator as a facilitator rather than a person spitting knowledge. They both believe in the
learner’s ability to develop understanding through exploration within a supportive environment.
The main difference is in their view of structure and technology. Montessori education
emphasizes a carefully ordered environment with prescribed materials, often with limited use of
digital tools. In contrast, Papert focusses more on open-ended exploration, particularly through
technology such as programmable robotics and computers, which he saw as key instruments for
intellectual development.
Tinkering across age groups For younger children, Montessori’s structured environment and concrete materials provide a
perfect
foundation for early tinkering and independence.
For older children and teens, Papert’s ideas slowly fit better—offering deep engagement with
complex
systems through tech, code, and invention.
Their combined views support a tinkering mindset 'after each other'. Both approaches
validate that
tinkering isn’t just for young kids—it’s a mindset for everyone.
Learning spaces and their message
Chapter 9 of Invent to Learn explores the importance of the physical environment in fostering a
culture of making, creativity, and inquiry. The chapter emphasizes that a successful maker space (or
tinkering/design lab) doesn’t require a
fancy, high-tech setup—it’s more about culture, accessibility, and mindset. The best spaces
prioritize agency, creativity, and collaboration—not just gear. Whether in a FabLab or a repurposed
closet, what matters is letting learners make, fail, and iterate.
Also, the authors argue that learning spaces are not neutral;
they convey a strong message about what kind of learning is valued. Traditional classroom
layouts—rows of desks facing a teacher—imply passivity and obedience. In contrast, spaces designed
for making communicate values of agency, experimentation, and collaboration.
Useful Pointers for Space (Location) and Setting Flexibility: The space should adapt to different projects—movable furniture, open areas, and
modular workstations.
Accessibility: Tools and materials should be visible and within reach to encourage
spontaneous exploration.
Safety & Organization: Clear zones (e.g., electronics, crafting, coding) reduce chaos, while
safety protocols enable independence.
Inspiration on Display: Showcase past projects, books, and "junk" materials to spark
creativity.
Not Just Tech: A great space balances digital (3D printers, coding) and analog (cardboard,
crafts, hand tools) making.
My own practice as an engineer
I use tinkering mostly in early and middle phases of the design process, particularly in ideation,
prototyping, as an exploration. It is most valuable when moving from abstract thinking to tangible
outcomes.
Early Ideation: When a problem is not yet defined, I tinker with mainly sketches,
cardboard models, and/or quick code snippets to explore possibilities.
Mid-Process Debugging: When e.g. a code fails, I switch to solving it through tinkering and
small iterative changes
(e.g., resistor values, joint angles) instead of overanalyzing. Not to confuse with finding the
cause: that goes very systematically. Though solving the problem will be tinkering for me.
Translating problems into a tinkering playground
When I want to draw a comic scene or wallpaper, I always break it down into smaller pieces. The same
goes for
my bike fixing, I make it open-ended questions that can be explored. For example, rather than "how
do I draw a fight scene?" or "how do I make my bike more comfortable?", tinkering will emerge from
questions like "from what angle does this character the most intimidating?" or "what make the best
positions on my bike to both watch traffic and go fast?". The goals is clear in both situations, but
the sub questions require iterations that have not just one anwser (aka open-endedness).
PReferreably, but sometimes not always possible, it works best with fast prototypes and cheap
iterations.
How I get unstuck
Discussion and leaving the project for at least 1 hour. My tunnel vision sometimes takes over and
then nothing can put m into other mindsets. If I cannot or don't want to leave the project fully, I
start sketching other things, watch other people's drawing or in the biking context, try to improve
other parts of my bike first. Then while I am working at the other thing, I might get new insights
from my mind thinking over it, or seeing it literally differently with drawing sketches. Sometimes I
mights add in another person for the duck-effect (also used in programming) to explain my problem to
them. Tinking out-loud verbalizes my problem and I can see myself what the issue is, without
sometimes even their reply. As mentioned before, I like to keep my own autonomy - they are just
there for decoration.
How I get in the flow
Music, music, MUSIC. Did I say music? This literally makes me start, as I see the end of a song as a
deadline to have something done: starting with my project. Then, the rest will follow. For sketches,
I always keep them, not only for the possiblity I need them again, but also for my ego: I will see
the
progress from where I was to where I am now.
With bike-fixing, I like to do it with others too. Also for tool sharing (sadly I am mainly the one
lending out my tools...), but also because of the peer-energy at Sectie-C. Everyone is making stuff,
so I want to be able to show off at the end of the day what I did too.
Week 05Designwork
What kind of knowledge results from a tinkering process in your experience?
My knowledge comes from already the curiousity of things work. The knowledge I would define as
'inzicht', the ability to know how things work from actually seeing it and being able to apply it to
similar situations by imagination. The experience I gained were really because of the insights I got
how something works and being able to think about it and build ont top of that in imaginative bike
projects. Sometimes they come to live, sometimes they stay imaginative.
The same goes for drawing. When I am able to indeed draw that character very intimidating, I
know it for the future characters how I could potentially design them intimidating - I can omit the
information too, and probably will next time and tinker again... but at least I have the posibility
to actively rule out the results of the previous tinkering session.
Comparing digital and physical tinkering
Both media seem to share the same iterative process and in a way the same open endedness. Especially
when the electronics allow for rapid prototyping, iterative processes can take place a lot. However,
digital media seems to be more structured and habiting logical thinking or is more abstract than in
real life (e.g. my 3D design for the building block, digitally felt way different than in real life.
The 3D printed building block, made me wanna throw it across the room: it made me see the similarity
of a japanese shurikun).
Reproducibility
The flair of tinkering is its open endedness. When inputting variables, mutliple outcomes can occur.
The thing with reproducibility is that is always should contain the same outcome. Tinkering focusses
more on the process than the same outcome. So in a way I would vote for reproducible tinkering
sessions, but not that always the same outcome occurs. Hence, the unexpected outcomes tinkering is
used for.
Design Practice
Tinkering thrives in ambiguity and exploration; iterative design seeks efficiency and direction. Yet
both are valuable, and in practice, they often intertwine—tinkering can inform early exploration,
while iterative design carries ideas forward with precision and purpose. One drives toward
solutions, the other explores the solution space.
In my bike situation, I would be making a basket from different low-cost materials, to get the
dimensions and shapes the way I want it (=tinkering). Then, when I have printed several versions of
several 3D designs, his would then be iterative design.
Comparison in the context of bikeframe making.
Codesign sessions
YES. As I mentioned before, if the roles are equal in terms of autonomy, tinkering together even
creates more chances of diverser solutions. The open endedness is key in tinkering and as everyone
will have adifferent view or (mis)conception of the project, the outcomes will even be more diverse.
The influence of materials
Materials indeed influence the tinkering session. It will create a bias when there
will be materials from specific contexts. Crafting materials are usually softer in display, while
arduino will create a more functional solution and lego will even create a new bias, namely towards
storytelling scenes.
These three groups of materials can come in handy whe nthe tinkering needs do be in a specic
exploration space. These materials then can provide an intended bias by encouraging outcomes,
that steers towards a direction of solutions. On the contrary, when one is not familiar with the
material and its bias of outcomes, it can have a negative effect on the tinkering session.
Research through design
If framed intentionally, tinnkering can be used in the exploratory phase, because of its open ended
nature. However, later in the design phase, RtD becomes more structured and the design processess
(making, prototyping, iterating) will create new knowledge in a reproducable way. As discussed
above, tinkering will be less suitable with repeating the same outcome upon repeating a session.
Documenting the process is hard, as it is hard to track what happened during a tinkering session,
and connecting things to theory usually happens after the tinkering session: less before that as it
will obstruct the freedom of the open ended outcomes.
Research questions not to use tinkering for
As discussed before in the untinkerable section! In the domains of ethical considerations, economic
situations or sfaety, tinkering should not be used.
Real-World relevance
The key is to embrace tinkering’s playful openness while anchoring it in real-world relevance on the
way. At first, tinkering thrives on curiosity, experimentation, and accepting "failure" as progress.
Then later on, critical thinking ensures ideas address actual needs, constraints, or ethical
considerations. Tinkering reveals possibilities; criticality grounds them.
Critical impact on our tinkering exercise
Our tinkering exercise fosters out-of-the-box thinking by having participants repurpose obejects in
unforeseen ways. This stimulates creative problem solving, giving them the insight that materals ca
be used beyond their function. By experimenting freely, they become more open towards seeing
products/obbjects or problems in a different way: very useful in design and engineering.
Ofcourse there are some challenges, since it requires 'backwards-thinking' (3d setup = 2d outcome).
This can be a hurdle, leading to frsutration or discouragement if their initial idea doesn't become
what they envisioned. The other way around can work too: that an very unrealistic ugly product can
still create an interesting shadow.
Personally, this exercise pushed me beyond my safezone of silence in a group: my own work also
had working outcomes, new solutions that the group didn't come up with. I can still explore on my
own as before, but sharing new inventions more assertively also is beneficial to the group. This
exercise made me more secure in that.
Ecological footprint on our planet
Our workshop is about creating moving shadows—and the interesting part is that it doesn’t require
buying new
stuff or creating waste. Kids can use things they already have at home, like old toys or cardboard
boxes, and nothing gets ruined in the process. The materials stay reusable because we’re just
playing with light and shadows, not cutting or gluing things permanently.
That said, it’s up to us (the instructors) to set the right tone. If we encourage kids to get
creative with what they already have—instead of reaching for new materials—the workshop stays fun
and eco-friendly. The goal is to show that STEM can be low-waste without sacrificing creativity.