Joaquín Aldunate Infante

Hands-on & experimental industrial design development

+ Info

Mail:(gmail) joaquin.aldunate

Joaquín Aldunate

Current location:
Uusima, Finland.


Spanish and English



Exchange student, in Kyushu University, Japan. Friendship Scholarship.


Student MA in New Media Design and Production, at Aalto University, until now.
Research assistant Aalto Media lab.


Freelancer & maker. several projects, services and workshops with Santiago Makerspace
Volunteer in Fundación las rosas.


Co-founder Design Factorial. An industrial design product development for scale production, integrating engineering and design tools.
Co-founder Apix, a startup that aims to sell innovative agricultural products.
Finalists Aji Challenge, With the Apix project; we went to MIT’s media lab to show the project.


BA Industrial Design. with distinction in thesis project: Brocs, an educational electronic building block
Intern at Micrologica, a hardware development office.


Finalists in ATM Polincay prize, With the Rudik table group project


Retreat. One semester in Patagonia
Started Bachelor in Industrial Design, at Universidad Diego portales


Development skills

Design drawing and sketching

Apart from being enjoyable, drawing is a great tool to communicate fast. It also has proven handy when I need to think about more complex things than a brain alone cannot.

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I think that prototyping is the core of the design process. Prototypes are a challenge between the wanted ideas and the physical presence of these. Sometimes, ideas turn out to be impossible, but the prototypes themselves will also provide the alternative path. This process makes the difference between just an idea, and a real design.

So far I have experienced prototyping with digital embedded electronics, computer assisted PCB design, textiles, movement of fluids, CNC machining, folded sheet metal, user interaction, sound and programming.

3D CAD modeling

Cad modeling, apart from giving an attraction factor to a project, is the medium to prototype objects in machines of high precision, or even into mass production.

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Production skills

Web programming

I have some experience programming PHP with basic implementations of MySql, using HTML. I don’t make fast and tidy code, but rather try and retry several times until I get the desired result. I also have quite some experience with Javascript, with a focus on interaction. (no high efficiency engineering, sorry!)
See some examples

Media production

I make music and some other experiments involving programming, just for the sake of doing. (examples)

Software/ Languages

CAD/3D modeling


Programming & similar

Sound and music

Failure stories



Applied to MIT. Applied to the Lifelong Kindergarden, in the MIT’s medialab; was not chosen.
Unobtained Conicyt grant.
Unobtained Fulbright grant.
Unpayed projects.
Failed to have good communication strategies with two clients, and they refused to pay the last fee, by not answering.


Unobtained funding. Failed to enter Haxclr8r program, for Brocs
Unobtained funding. Failed to enter Startup Chile program for the second time, with Brocs


Unobtained funding. Failed to enter Startup Chile program, with Brocs
Unstarted crowdfunding. Non-started Kickstarter, due to pricing problems, with Brocs.


failed internship Pro2

Professional self statement

A combination of disciplines and deep experiences, conform a single an unique ability to create. As a professional I wouldn’t feel comfortable with a highly specific targeted set of skills that would have a high demand or price in the industry, but also put me in the position of commodity. Personally I believe that the position of a designer, is to have such an unique view, that will not be found elsewhere. This uniqueness broads the capacity to understand’s other views such as the target user’s view, the customer’s, the coworkers and people around in general, and also puts one in the position to discover new ways of making all of us lives better. Also, this blurs the line between doing for work, and doing for passion. When I get into a challenge, I am able to put a ludic point of view in order to get the best of the creative and development process.

I have a bachelor in industrial design, in the dynamic scenario of Santiago, Chile; and have worked directly with clients, specially startups by developing production ready products. I spent the last two (and half) years working in a makerspace in Santiago, from where I experienced intense and diverse multidisciplinary gigs: having direct relation with manufacturers, facilitating creative and development processes, and doing all the hard work that hardware requires. I have experience programming in many contexts and languages. This experience turns out to let me understand all the faces of product development:

Design insight: having the proper tools to research a market segment, a customer, a cultural group, or people in general; opens the possibility to come up with meaningful ideas.
Design concept: with these same tools, combined with prototyping and concept representation, I am able to present yet unexisting products to potential investors, clients, or new team members.
Design development: from having an idea to actually being able to make it real, there is a huge process. Most of people are afraid to have their ideas stolen. It proves to be a naive fear, because of how actually the hard part of having a product in the market, are all the million decisions to be taken in between. All what a concept can be, is thought and worked until is no longer anything, but something. And actually something that works. Apart from an insightful view of the user, this requires the capacity to integrate many different development disciplines, and how to take advantage of prototyping fast. This process takes many iterations, which often will give new focuses of the first problems and insights.

The subject that I most like to work at, is creation tools. A creation tool is at the same time the tool of a creative experience, and the support for the result to exist. Creative tools can be the medium of cognitive development and play (which are related), when this tool is a toy such as Lego. They can also be a tool for actual means of work when this tool has a practical output, such as programming languages or design software. They could fulfill all the three purposes at once as well. It is just that I love how despite these tools are determined with design, the actual outcome is a synergistic, unthought and indeterminable result of all the components of it, plus the user.

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