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Great minds think alike


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Great minds think alike


One week of scripting and film production

Great minds think alike

 

A short film

Experience prototyping, UID, autumn '16
with Julia, Lauren, Miglé, and Mady
 

Synopsis

The design world prides itself as being an advocate of diversity. In order to create novel solutions, designers aim to go beyond the commonly known, to “think outside of the box,” as the metaphor goes. However, little of the monotonous nature of the designer world is perceived by the designers themselves. We, as designers often forget to question our own perspectives, the uniformity of our own world, which we then impose on others.

In this film we have made a satire of design education by creating a literal depiction of the homogenous production of new designers. The enclosed spaces not only give shape to shared ideas and values, but also give rise to similar habits and actions. We also aim to juxtapose "designerly" and mechanical behaviours by drawing aesthetic parallels between the fast-paced and repetitive actions carried out by the designer and the machine. By using consistent viewpoints and camera angles we reflect upon the stereotypical designer perspective. 

 
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Guitar museum guide


Guitar museum guide


Experience design for Umeå Guitars Museum

AUVI

Guiding guitar newbies

 

Individual project, UID, autumn '13

The goal of this project was to enable people with little knowledge about guitars to experience the Guitar Museum in a similar way to those more knowledgeable about them.

 

 
 

Guiding through stories

Narratives have been used throughout ages as a form of teaching. It's astounding how much time of our lives we've spent listening and watching stories about people and events that might never have existed, and never will. Inspired by interviews in the beginning of the project, I decided to use stories to transmit the feelings an expert has for guitars to the guitar novice.

Elevating the role of music

The app features samples of music played with the guitar in question. The musical variety aims to enhance the experience by giving choices according to personal musical taste. 

A shared experience

If the user has come to visit with a friend, they can share the music they are listening by tapping each others' phones.

Layered information

Augmented reality enables the layering of information into digestible chunks.

The user can choose to learn the specifics about the guitar with location-based explanations.

 
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Methods

Meetings with the stakeholder: examining the existing display design and location   After an introduction to the plans of the museum that was then still in construction. We also got to visit the construction site, and see the setting where the guitar exhibition would take place.

Meetings with the stakeholder: examining the existing display design and location

After an introduction to the plans of the museum that was then still in construction. We also got to visit the construction site, and see the setting where the guitar exhibition would take place.

Interviews   Having learnt about the people behind the collection, I organised an interview with them through the primary stakeholder. The two Umeå-born brothers that owned the collection - estimated the largest in the world - recounted the story behind their guitars collection. Sadly, their story, amazing to anyone's ears - guitar lover or not - did not come through any parts of the current design of the museum exhibition.

Interviews

Having learnt about the people behind the collection, I organised an interview with them through the primary stakeholder. The two Umeå-born brothers that owned the collection - estimated the largest in the world - recounted the story behind their guitars collection. Sadly, their story, amazing to anyone's ears - guitar lover or not - did not come through any parts of the current design of the museum exhibition.

Experience prototyping through video

Initial concept directions were made into short films. These worked well to evaluate the concept experience, especially when the experience (for one of the concepts) was difficult to produce for first-hand experiencing. Selection of direction was chosen based on viewer feedback.

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Hushtube


Hushtube


 OzCHI13 24-hour Student Challenge

Hush Tube

A tangible and quieter email

with Kevin, Migle and Regi

 

Ever since email was introduced to our lives as a means of fast communication, the office work experience changed for good. Although the effortless flow of information has brought a tremendous advantage to our work practices, it is also adding to our stress. The constant influx contains a wealth of information that is not necessary for us.
 

Could there be a way to reduce the incoming emails to only necessary ones? How could the sender be sensitised to the receiver's level of stress?

 
 

THE CONCEPT

The result is a critical take on our usage of emails.

The virtual world provides us with a seemingly unlimited amount of space that we keep feeding with little consideration. The information overload on the receiver's end can inflict problems such as attention deficit and stress.

Our goal was to bring this information back to the tangible reality, whilst limiting the quantity of the information according to the receiver's level of stress.

 
 
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Umeå library


Umeå library


In collaboration with Umeå University Library

Be inspired

Virtual stumbling for E-books and journals

with Dimitris
Industrial Design Introduction, UID, spring '13

 

Umeå university library spends a large share of its finances on electronic resources.
Unfortunately, these resources remain largely unused by the students.


How could the library's e-resources be more visible?

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Methods

IDENTIFYING THE PROBLEM

Our preliminary research showed that the values the university library (UB) holds failed to match with their website.

This research was done in the form of contextual interviews and by using ourselves as customers of the library.

BRAINSTORMING

After our initial ideation and rough sketches we quickly moved on to more refined paper-mockups in order to initiate user-testing as early as possible.

USER-TESTING

From a large batch of ideas presented during the first round of user-testing we picked the most liked ideas and refined the features to be clearer and more understandable.

 

FINAL DESIGN