After the Barricades

A story driven experience that brings the spirit of protest and resistance to life.

  • Timeline
  • November - December 2020
  • Role
  • Animation Designer
  • Read time
  • 5 Minutes
  • The challenge

Amsterdam’s squat movement shaped modern housing politics. The squatter riots in the 1980s and the current protests against housing problems in Amsterdam/the Netherlands have both similarities and differences. Both movements were reactions to a housing crisis, but the key difference is the strategies and government responses.

The challenge, Transform this journey into a app experience safe for tourists, yet still raw enough that you can feel the urgency, violence and solidarity of the street clashes without feeling like history homework.

  • The Research

Groundwork began with desk research unpacking the causes, triggers and policy fallout of Amsterdam’s 1970‑80s squat riots, from chronic housing shortages to the iconic “Geen woning, geen kroning!” confrontations.

Those findings shaped a story plot centred on Sanne, a young activist whose arc mirrors the movement’s rise and collapse. by doing UX research I used methodes like the hook model and touchpoints in real human motivations (think of Maslow law), turning guesswork into products people actually value.

Create touchpoints.  Using touchpoints was important to crafting a deeply engaging experience in this app. This was used to create meaningful interactions that mirrored Sanne’s emotional journey. I ensured the story felt personal and immersive, driving user engagement at every stage of the experience.

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Don Norman’s Three Layers of UX.  Using Don Norman’s Three Layers of UX (Visceral, Behavioral and Reflective). This enhanced the emotional depth of the podwalk. this ensures the experience resonated long after completion.

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Maslow’s Hierarchy of UX.  Applying Maslow’s Hierarchy of UX ensured the app was not only functional but also pleasurable and accessible. Clear navigation and intuitive controls, consistent reliability through error messages and feedback. This approach guaranteed that users felt supported, engaged, and inspired to continue exploring.

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Making of a hookmodel.  Making a Hook Model in this project was crucial for sustaining user engagement throughout the podwalk. Each action prompted immediate feedback and influenced a dynamic Honor System, motivating users to return and explore alternative choices, fostering a deeper connection to the narrative.

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  • The Result

What did I design?

Calibrate your brick

During the onboarding, it is important that users understand the gestures and movements they need to perform with their phone to unlock the extra experience of this podwalk. One of these movements is tilting the phone from left to right. To make sure the user understands this feature, there is an engaging instruction, and because this is not a typical feature in most apps, we provide multiple forms of feedback.

Home screen

This screen helps users navigate the city by guiding them through different touchpoints. These touchpoints were key to creating an engaging experience in the podwalk, reflecting Sanne’s emotional journey through meaningful interactions. Users can also access more audio playback options or explore additional information about the chapter.

Find a way to the crowning

During touchpoint 3 of the podwalk, the user loses access to route functionalities while the mobilization of the ME takes place on the Blauwbrug. To help them continue, we provide a compass so they can find their way to the crowning. This moment enhances the experience and introduces a new interactive way to explore the podwalk.

The Honor system

To give the app more depth, we introduced a ranking system where users earn a rank based on the choices they make either Civil or Rebellious. By asking users to make decisions throughout the different chapters, we created a unique and personal journey through the app. At the end, there is an aftermath/reflection section where users can see the impact of their actions across the entire experience.

Looting V&D

During Chapter 4, the user is given the option to loot V&D. This choice directly affects the Honor System. If the user chooses to loot, they must shake their phone to break the glass and collect items they can use later in the podwalk.

After the Barricades

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