Welcome to my Portfolio!
…here you will find some of the projects I have been doing at Aarhus University, where I recently completed my master in IT Product Development.
The bachelor and master in IT has sprung from the regular Computer Science education at the department, keeping the core coding classes, but placing user experience at the center and focusing on hands-on experience with the entire iterative design process.
I have chosen to focus my optional courses on project management and service design.
In my spare time I am co-owner and web master in the Danish clothes brand LAKOR Soulwear.
If you are interested in my resume or want to know more about a project, do not hesitate to send me an email.
Phone: +45 2299 8329
Email: jesper dot unna at gmail dot com
A musical friend for children
Our idea brings the music into the childrens universe in a tangible and playful manner. TrackBuddy is designed for children, using their ergonomics and imaginative mindset as starting point. There are no labels or buttons, and the interactions are in tune with TrackBuddys personality: Pull out the antenna to receive music, open his mouth to play louder, close his mouth to make him quiet or shake him to confuse him and he will pick another song.
Through the last decade there has been a change in the music industry. Music is increasingly being distributed through digital channels and a music track becoming intangible. The actual source of the music is abstract. Giving children access to digital music stores such as iTunes requires parental control, since new music can be purchased with few clicks. It is designed for adults.
The functional prototype displayed in the film was made with a Phidget kit and programmed in Java. More than 30 sensors were used and carefully placed in order to get the desired functionality but getting as close as possible to the desired look.
Bikes, boats and banks
Rethinking the usual
Exploring the realm of service design by developing concepts with a focus on planning and organizing people, communication, and work flows between service providers and their customers. Vizualizing what is often not obvious to customers nor employees.
The course was build around the book This Is Service Design Thinking, and especially Customer Journeys, Conceptual Blending and the Business Model Canvas.
During the course we worked on three different projects.
Love Your Bike
Love Your Bike brings beautiful bike repair stands to the happy cyclists city Aarhus. By introducing convenient opportunities of keeping the bikes fit, biking will be easier, safer and ultimately a better way of transportation in the Danish city. The project was made together with design students and was chosen among the winners of the Municipality’s bike design competition.
Choose Aarhus began as a redesign of the infrastructure of Tall Ships Races, giving the citizens a say in what should happen during the visit of the global travelling boat exhibit. It grew to become something much bigger – a bold new approach to citizen involvement by allowing them to vote on increasingly important decisions. Rethinking the democracy, which model we take for granted.
Personal finances is a taboo in Denmark – it is rude to ask others of their economy. Talking to bankers and young people revealed a financial illiteracy among the 18-28-year-olds. They simply do not know how others distribute their earnings, and thus end up in over their heads. Social Banking changes this by making budgetting a natural, social and collaborative experience. Through anonymous or public profiles that draws on account statements, people can share tips and tricks, successes and failures, to provide a better financial understanding for the young.
Bringing good vibrations to the nightlife
As the concluding project of our first year, we set out to combine the skills we had acquired in our studies so far under the theme “IT products for social interaction in the Nightlife”.
The course was concluded with a well attended exhibition giving fellow students and bypassers a chance to test our concept and prototype.
MiMo – Mingle More – is our way of challenging the social barriers in a nightclub. You start by creating a profile with basic information about your interests; favorite music, sports, hobbies etc., and whether you are looking for love, talking, partying or any combination of these. You receive a badge, that you can wear whenever you want to participate.
When visiting a nightclub that uses MiMo, you are automatically paired with the person there, that you have the most in common with. When you get within a certain distance of the person, the badge will begin to vibrate mildly. The closer you get to your match, the stronger it will vibrate. These “good vibrations” are ment to trigger curiosity and should bring a smile to most peoples faces. When you find each other, you put the badges together, the vibration stops, and a build-in display reveals what topic you have in common, eg. a football if you have a sport in common. You now have a topic to kick off the conversation.
In our research we used interviews, personas, scenarios and cultural probes. In the latter, we provided people spending a night out with disposable cameras and texted them challenges of initiating contact with strangers through the night. This provided valuable insight into their behavior. It showed us, that providing a challenge or a topic of conversation to people at a nightclub could easily break the ice between strangers. This became our starting point for developing our concept.
We made several prototypes in wood, one of them with a build-in vibrator to test the look and feel of the badge.
A functional prototype was also made, using two Nokia 6131s with bluetooth enabled, using device-discovery as trigger for proximity. In order to get the distance we wanted (5-10 meters), we actually got separate bluetooth-transmitters and wrapped them in tin foil to weaken the signal enough. It worked like a charm.
We made a project blog during the seven week course, which can be seen here (Google translated).
A Location-based adventure
Interactive Media & Pervasive Computing
A German festival has taken over the precious town festival in Aarhus, and the Danish troubadours and hotdog vendors have been replaced by terrible Schlager singers and schnitzel sellers. The player joins a resistance group through his phone, and is guided around the town centre of Aarhus to perform different missions to save the town festival.
When there are more players joining the group, their stories will weave together and they will be taken through cooperative missions as well.
The project was a combination of the classes in Interactive Media and Pervasive Computing, and the goal was to build a strong narrative to engage the user through a location-aware mobile game.
Nokia N95s which we programmed through Python, using its GPS and accelerometer. Our server was build using Python.
Transport coordination made fun
The journey leading to a concert or football game can be a large part of the event experience, but finding a departure that suits everyone in the group is not a simple task. We seek to change that with our smartphone app.
WildEvent Planner makes coordinating public transportation an integrated and social part of planning the event. Everyone in the group chooses between a few options presented and receives their individual travel plan, giving as much joint travelling as possible. Tickets for event, transportation and seats placed close to each other are naturally integrated in the app.
The framing of this course was to target and design for specific experiences for users of the public train service in Denmark.
Some of the techniques we used to shape the concept was Conceptual Blends, Emotional Design, Co-Experience and Product Semantics.
A healthy world through colesterol monitoring
Innovation & Entrepreneurship
Our modest goal was to overturn today’s view on cardiovascular diseases from treatment to prevention, saving societies vast amounts of resources towards a growing problem.
We developed a concept where a Quantum Dot stamp on the skin will radiate light based on how much cholesterol is flowing within the veins underneath. This light can be detected from a wristband, giving a real time measuring and unseen precision in the measurement of cholesterol levels. That way what is normally invisible in your body will be made visible, and awareness towards current lifestyle and state of health can encourage change.
A course about taking a science based approach to entrepreneurship by learning how to be open to dishamonies in one’s everyday practices, to see these as opportunities, and analysing the means of yourself or a group in order to see if these are the opportunities for you to pursue.
Along the way we located a disharmony, developed a solution and designed a Business Model Canvas for the venture to be fruitful.
Working with four Master students from nano science and molecular biology was a welcome challenge, and demanded both rethinking one’s own competences as well as acquiring new ones in order to form a succesful interdisciplinary team. Using JTI-profiles was helpful in this regard.
Making personal economy tangible
In our four man group we where interested in young people and how their relation is to their personal finances. Initial research showed us that many young people found making a budget and keeping track of their spendings too tedious or confusing.
We furthermore found out that the credit card was responsible for some of the problems, since it made money intangible to them. We therefore wanted to explore in which situations and in what way we could make them aware of their spendings, in order to help them to get a healthier economy.
We named our solution CardView. With inspiration from Tangible User Interfaces we designed an augmented credit card, which graphically visualizes the users economy on the face of the card. By bringing the information into the context of purchasing, the user is reminded of his budget, and can immediately see the consequence of the action. This will help provide young people with the perspective and insight into their economy, they cannot obtain today.
The technology for the cards exists, and in our paper we argue that the idea could become reality within few years.
Throughout the project we had many stages of prototyping. We started out with simple paper and Wizard of Oz experiments, gradually shaping the concept and developing more advanced prototypes.
Our final prototype was an oversized credit card consisting of an iPhone in a box. The screen was showing a HTML5-page, which dynamically updated according to information on our server. We made a terminal, where users could plugin their card and pay, and the visualization on the card would automatically update. We ended up testing it in actual buying situations at a nearby Mall.
A flying carpet controller? Let's print it!
With one hand you have a firm grip of the handle in The Wheel. By tilting it forth, back, or from side to side, the carpet leans at the same angle in the game. The beam for picking up diamonds is activated by squeezing the handle, pressing the built-in button.
Since the carpet is always slowly descending, you have to use your free hand to spin the surrounding wheel, in order to give boosts of thrust. Every interaction you have with the controller is immediately affecting the carpet in the game, challenging your focus and motor skills.
We were given the task of designing and making a functional 3D-print of a controller for a simple flying carpet video game. In the game, you have three minutes to collect as many diamonds hidden in the landscape as possible, and flying them safely back to your base. The controller should facilitate providing lift to the carpet, tilting the carpet, and activating a beam that picks up diamonds from the ground.
We started off playing the game on a pc, using the keyboard for control. This quickly turned into a brainstorming session leading to several concepts providing a better feeling with the carpet. We created foam models of the most interesting four to test the interaction.
We chose a concept where the mapping between the interaction and the carpet in the game felt natural, engaging, and challenging.
Since we designed for 10-14-year-olds, we tested our functional foam prototype early on with three kids in a nearby after-school recreation centre. This gave us valuable information about their ergonomics and expectations to the controller.
We made several foam versions throughout the process. Some to test for look and feel, others with sensors plugged in, to test the interaction with the game.
Our final prototype – the 3D-printed controller – was fully functional with the game and contained an accelerometer for sensing tilt, a light sensor looking out for the wheel's rotation, and a button for activating the beam.