This was my Master Thesis and it was done in collaboration
with NRGi. The goal was to design an app to empower users save
money and lessen their environmental impact by helping them
shift their electricity usage.
Pre-project
This project built upon a pre-project in which we conducted
extensive user research on energy conservation as a whole
before limiting our focus to shifting for the master thesis.
The pre-project consisted of two participatory workshops, the
first of which being an inspiration card workshop in which the
participants helped generate ideas and concepts for us to
explore. After this workshop we created three design
alternatives in Figma.
The second workshop consisted of discussing and
redesigning these design alternatives with partipants.
Master Thesis
This project was focused on understanding the practice of
shifting using practice theory and participatory design and
how this could be used to inform a design which could affect
this practice.
First we created a Figma prototype to be used in a deployment
test. This prototype provided the user with information about
the electricity price throughout the day and the costs of
running different appliances.
The participants for the deployment test was tasked with using
this "app" for a week and interviews were conducted before and
after this period.
To further our understanding a participatory workshop was
conducted. In this workshop participants genereated ideas and
used printed UI-elements to design a user interface for an
app.
This was used to inform the final design, which not only
provides the same information as the deployment prototype but
also the user's average price which acts as feedback about the
user's shifting performance.
Study Space Locator
This was my bachelor's project it was done in collaboration
with Aalborg Univeristy Library (AUB). AUB were preparing to
open a new and complex library building and were concerned
that the students would find it overwhelmingly difficult to
find a study space as these were scattered around the
building.
The developed concept is an interactive digital map that helps
users of Aalborg University Library identify and navigate to
available study spaces. The system provides users with a
system that shows all study spaces along with their
availability and characteristics. The system lets users filter
the study spaces according to their needs. After selecting a
study space, the system generates a route to it, which users
can bring with them.
Process
The system was designed using an iterative workflow following
the Double Diamond model. This entailed analyzing the problem,
generating ideas with an ideation phase, and afterwards
building, testing and refining prototypes iteratively.
The process included:
Generating personas to represent potential users
Root cause analysis
Ideation
Exploring alternatives
Creating, testing, and refining prototypes
Pantree
It can be difficult to keep track of the available food items
when living in a shared household. For this project we
attempted to solve this issue by providing a platform which
can be used to get an overview of the available food items.
Pantree allows users to scan their receipts from grocery
shopping to upload them to the system. When in the system the
other residents in the household can see the items as well as
an estimated expiry date
Items in the system can be tagged with an icon which users can
assert meaning to such as: "Free-to-use" or "Reserved"
Process
As part of this project we conducted two participatory design
workshops with participants from shared households. These
workshops included a group interview and an inspiration card
ideation session where the participants combine inspiration
cards to come up with potential design concepts.
The results from the interview and inspiration card session
were analyzed using affinity diagramming and were used to
guide the design process
For the design process we took an iterative approach starting
with paper prototypes and increasing the fidelity until we
arrived at the final prototype which was created in Figma
Habit@
The goal for this project was to create physical product which
helps people develop desired habits. To achieve this goal we
based the design on research about how habits are formed,
maintained, and destroyed.
Habit@ is a system which consists of a physical module and an
accompanying app. When the user wishes to start a habit (such
as reading 30 minutes a day) they press the button on top
which starts a circular LED timer around the button and turns
on an ambient light at the bottom of the module. This ambient
light functions as a context cue to remind the user to keep
working on their habit for the desired amount of time. Using
the app the user can track their progress and manage their
device.
Process
Before arriving at the final design, multiple alternative were
explored. This included different input and output modalities,
physical forms, materials, and context cues.
Further testing was done using paper models to refine the
size, shape, and dimensions of the module.
The final design was 3D printed and assembled. An Arduino was
used to apply functionality to the prototype.
Beetle
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