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