Portfolio

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Empathy Touch

The idea with this final concept, was to explore empathy in the face-to-face interaction with a pregnant women. As in the section 2.2, I questioned if skin-to-skin contact can lead to a stronger bond between the child and the parent, could it also be a way to get the parents to come closer together? I know that with the time frame in this thesis, I will not be able to answer that question, but I wanted to explore what touch could do in a face-to-face interaction, in the relation to pregnant couples. Can touch in a face-to-face interaction between two people create empathy?

The final prototype, Empathy Touch, consisted of two belts. One for the pregnant woman and the other for the partner. The belt for the partner is built on the same concept as the initial prototype. The belt consists of a lot of pocket around the belt to contain the soft robotics parts, the arduino and valves for inflation and deflation. I chose to use two different fabrics for the belt, so I could see which side should be facing towards the body and which should be out. The belt for the pregnant woman consists of a touch sensor, made from conductive fabric that is run by an arduino. When touch is detected the bluetooth that is connect to the arduinos, sends a number to the other belt telling it which valves to open and close.
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Experince Prototypes
In chapter 3, I outlined the perspective on prototypes in this thesis. The experience prototypes was made after the interview, to generate new knowledge of the experience of pregnancy and empathy. The prototypes inspired by Mattelmaki view on empathy probes (Mattelmaki 2002) where the idea is to investigate the context and personal perspective of users and generate new understandings based on user participation by means of self- documentation. Empathy probes (Mattelmaki 2002) combing the probes approach with interviews and make-tools, where I was trying to empathise with the participants during the interviews, and from that probing as a making tool to explore the questions and ideas there involved from the interviews and the research question: How can a wearable provoke questions around empathy? My aim was to see how others react to the experience of pregnancy. Would they think more about what it is like to be pregnant than they would have before? What is the wearer's perspective based on their experience? In this thesis, the probing did not involve any self-documentation, but I took pictures of the wearers testing the prototypes instead. The process enabled me to explore the interaction of the wearer and the prototypes, which made me understand the difference from when a man was wearing it compared to when a woman tries the prototype on. I also noted the difference from somebody that has experienced pregnancy, or has a close connection to the hands or experience pregnancy themself, compared to someone that has never touched a pregnant woman before.
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Pregnancy Communication Belts
Pregnancy Communication Belts consists of two belts that connect via Bluetooth. One belt is made for the pregnant woman. Via a stretch sensor, it can detect movement of the baby inside the womb. When motion is detected, the receiver belt responds, by turning five buzzers and one motor on. The buzzers and motors do not change rhythm or combination. The motor has a bouncing ball on to simulate a foot of the fetus. The aim is to give the same feeling to the pregnant women's partner who wears the receiver belt. In the previous study, only the receiver belt was tested, with five new mothers and their partners.
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Light Saver
“Light Saver” is played with six participants, each wearing a specially designed vest with an RFID reader, RFID chip and a strip of LEDs. The goal of the game is to tag all the players and the player who first tags everybody, wins. Each player has a unique color shown on the LED strip in their vest. When a player tags another player,  the LED corresponding to the tagged player will light up on the vest, showing that player’s color. Every player has been tagged, when all six LEDs light up in the six different colors representing each player. The game is played in the dark, which enhances the effect of the LED, thus the player who has tagged the most players will be the brightest and therefore the most vulnerable. The aim is that the added challenges in the game will influence the players’ strategies and gameplay.
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Light Festival

Moody Flowers

About

We're using optical illusions as part of the interaction. If you stand at a specific position of our light you'll see two 3D dices and when the viewer changes their position it will appear as the cubes are rotating. They represent gambling. If the viewer changes their position to a 180 degree angle from the design, the illusion will be broken and instead that see 2 flowers growing out of a wall. The 2 flowers represent life. Each of the flowers has different feelings. One feels anxious and the other feels relief. The anxious one will have an illusion of being on fire and the relief flower will have the illusion of being in the water. Practically the flower is a cube of transparent acrylic where the fire and water shapes are engraved into it. Bellow the acrylic is light which gives interaction to it. We also use an illusion in the lines of an eye attack.

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McS – Exploring Design
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Internship – One Copenhagen
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BA – Final Project
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BA – Modul 5
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BA – modul 4
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BA – Modul 3
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BA – Modul 2
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BA – Modul 1
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Green Week Herning
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AK – The first 2 years of my education
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