PROJECTS
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NEW INTERFACES BETWEEN HUMANS AND THE OCEAN
This thesis project explores technologies that enable people to experience the world through animals' senses in order to spark interest in and awareness about the marine environment and its inhabitants. The project is carried out as part of a planned ocean themed science center. The purpose is to explore how a greater understanding of the marine environment can be achieved using interactive technologies. The thesis is based on a theoretical framework consisting of academic works on experience, learning in a museum context and sensory perception. Our proposed designs are a series of, primarily, wearable devices that translate sensory experiences and principles from the marine world to humans. They can be used in pedagogical situations engaging the wearer in experiences that function as starting points for discussion and reflection.
Co-author: Ellen Orraryd.
Visit the project website.
Download the whole thing as a PDF.
HOOP
Mobile phones fill our everyday life and the amount of services and applications for mobile phones is large. We wanted to look at different and more bizarre ways of using mobile phones and generate behaviours challenging the norms of society. What happens when people use mobile phones in ways that others aren't expecting? Is it possible to use the existing technology to make this happen? These were some of the questions we asked ourselves when we created HOOP - Hands On Of Phones.
Co-authors: Marcus Persson and Cemile Yalcin.
THE LEDDER SWEDDER
The Ledder Swedder is an LED augmented sweater, which allows its user to wear light patterns created by other people. Patterns can be applied or changed by rubbing the wearer's back or uploaded wirelessly. A second wearer of the Ledder Swedder can borrow or steal a pattern by getting close to another wearer.
Co-authors: Nathalie Andersson and Joakim Bjernegard.
WILLEM VAN DIJK'S VARIETÉ
Willem van Dijks Varieté is a combination of a board game and a screen based computer game. Trying to combine the best of both world we have included what we think are the key elements of a successful board game and what we think are the joy of computer games. The three-dimensional board is inspired by pop up books and the game contains classic features like cards that affect the game play and a dice. The digital medium is well suited for using music and sounds to create moods/ambiance as well as directing the players. It is also suitable for exploring narrative elements in the game.
Co-authors: Marcus Persson, Ellen Orraryd, Nathalie Andersson, Sandra Siewert, Anna Frössén.
