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Time for how long the cookies are locked de- pends on how long the interacon between prototype and user lasts. 1 second interacon of touching/holding the jar gives 10 minutes and could be set up to 60 min where the 6 lights on the top gives immediate feedback while seng up me and later indicates how much me it is needed to wait. COOKIES JAR Interacve jar designed for User Experience Design course of the MSc. in IT Product Design program at University of Southern Denmark. This jar was a collaborave effort with the aim to enrich the eang experience within families at home differently. This jar keeps cookies locked for a certain amount of me making people to ancipate. It is believed that ancipang for the goal is more important and becomes much more valuable while waing than the actual goal itself. To en- hance the experience for ancipaon even more the arficial smell using cookies incense was added to engage the people through smell senses. Touch & Hold Wait for it Open it Take a Cookie

J leonas designportfolio

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Page 1: J leonas designportfolio

Time for how long the cookies are locked de-pends on how long the interaction between prototype and user lasts. 1 second interaction of touching/holding the jar gives 10 minutes and could be set up to 60 min where the 6 lights on the top gives immediate feedback while setting up time and later indicates how much time it is needed to wait.

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Interactive jar designed for User Experience Design course of the MSc. in IT Product Design program at University of Southern Denmark. This jar was a collaborative effort with the aim to enrich the eating experience within families at home differently. This jar keeps cookies locked for a certain amount of time making people to anticipate.

It is believed that anticipating for the goal is more important and becomes much more valuable while waiting than the actual goal itself. To en-hance the experience for anticipation even more the artificialsmell using cookies incense was added to engage the people through smell senses.

Touch & Hold Wait for it Open it Take a Cookie

Page 2: J leonas designportfolio

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Tangible portfilio designs, it holds tangible miniature pieces of projects i have done.

Page 3: J leonas designportfolio

Based upon a review of existing interactive pillows and five designed and deployed pillow probes, I described how I designed an interactive pillow to investigate the relation between shocking interactions and product attachment.

This interactive pillow enriches the falling asleep process, and becomes shocking by artificially screaming in the middle of the night. As a more detailed research question I investigated howshocking interactions differ when on the one hand people are interacting with the interactive pillow itself, and on the other hand when people are connected with each other through the interactive pillow. The methods that I used for data gathering have been a combination of interviews, questionnaires, self-reporting, and Wizard of Oz.

All in all, this thesis argues that interaction designers can learn a lot about product attachment by not only designing for positive experiences, but also by deliberately designing for negative experiences.

Master Thesis project, here i look into the inti-mate relationships that people build with interac-tive products that surround them.I explored what it means to deliberately influ-ence product attachment negatively through shock. This aims to shed a different light on prod-uct attachment, to show how interaction design-ers can firstly better understand it and secondly better design for it.

To investigate human product relationships I used an approach that is inspired by the Showroom approach to constructive design research. The prototypes developed are artefacts to provoke a focused discussion, other than artefacts that mean to improve a situation.

As a case study I worked with interactive pillows, as pillows show to be appropriate products to quickly establish a certain attachment to.

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The goal of this project was to conduct an interaction analysis between a router and its users. Apart from installation procedures, spontaneous interactions between a router and its owners are uncommon. For the purpose of this study, we intentionally deactivated the wireless functionality from the router. By triggering the problem and capturing the interaction that arises, we were able to get valuable insights through the conversation and behavior between users and the product. As a result, we were able to derive design implications for a redesigned prototype.

Page 5: J leonas designportfolio

Indeed, that might not be the first thing that comes into mind, but it illustrates how everyday things can be transformed and put into new contexts.

We built a cardboard model of an exemplary apartment and used it to get playfully insights into peoples’ habits at home. These insights led to creative ways of how everyday things attain a new meaning. The rocking tables were one of many examples.

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The goal of this project was to encourage people to creatively explore hackable potentials in their home. Design for hackability allows to redefine ones home and reclaim ownership by going far beyond simple customization or adaptation of everyday things.

Donald Norman would probably say “Two half-circular tables afford to be put together in order make your own music by rockin’ it with your fellows.” That is exactly what we did.

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The outcome captures the essence of the user research and the requirements that were elaborated throughout the process. The set of tools are tailored to enable schoolchildren to possess an innovative mindset that will help them become more aware of how to build upon the knowledge accumulated in school, and learn how to put that knowledge into new contexts.

Presented in Student Interaction Design Research conference (SIDeR)

http://sider2014.csc.kth.se/wp-content/uploads/sites/8/2014/04/sider14_submission_3.pdf

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In collaboration with Experimentarium, the first science center in Denmark, we have developed a toolkit that is to be used within the classrooms of Danish schools to foster design thinking as well as to create a link between the philosophy and interdisciplinary teaching.In the beginning, the aim was to experience and learn about the school system, in regard to the different lessons are taught by different teachers. Additionally, user research in forms of interviews, field studies and workshops was conducted to provide a thorough understanding of the target group.On the foundation of the user research, a collaborative analysis with Experimentarium was carried out.

Laser cutting 2D parts for assemblling.

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