David Sjunnesson http://www.davidsjunnesson.com Generated rss-feed from David Sjunnesson (www.davidsjunnesson.com/) Traces of Touch http://www.davidsjunnesson.com/index.php?entry=20 <img src="user/uploads/traces-of-touch/DSC_0013.jpg" /> <img src="user/uploads/traces-of-touch/DSC_0021.jpg" /> <img src="user/uploads/traces-of-touch/DSC_0022.jpg" /> <img src="user/uploads/traces-of-touch/DSC_0027.jpg" /> <img src="user/uploads/traces-of-touch/DSC_0027_thumb.jpg" /> <img src="user/uploads/traces-of-touch/DSC_0065.jpg" /> <img src="user/uploads/traces-of-touch/DSC_0133.jpg" /> <img src="user/uploads/traces-of-touch/DSC_0210.jpg" /> <img src="user/uploads/traces-of-touch/DSC_2540.jpg" /> We are increasingly starting to see new ways of interacting with physical devices in our everyday life. Different kinds of sensors that react to environmental factors such as light, sliding movement and tilt are becoming ubiquitous. This enables not only new and interesting possibilities for designers but also new exciting experiences for users.

The problem is that because of the abundance of options of different input models to choose from, it is getting harder to make an informed choice of what to use.

What kind of different emotions, feelings, mental mappings and metaphors does controlling a lamp with a slider versus a wheel support? Or maybe flipping it upside down to turn it off is the best option? How “clicky” should the button be to fit starting a song on a music device? All of these are commonly asked questions that take time and money to explore with existing physical prototyping platforms.

Traces of Touch addresses this by offering a modular system of inputs and outputs that enables fast iteration of different combinations and mappings – exploring how this changes the experience with the product in question. By connecting the input, the output directly identifies what kind of interactions are possible and configures itself accordingly. The protocol for creating new inputs and outputs is also openly available for manufactures to create their own modules to fit into the system, enabling a growing ecosystem of compatible devices.

This creates the opportunity for the designer to have a library of interactions to explore and test in different configurations along the same lines as the material libraries often used by industrial designers. A library that can be used either in brainstorming sessions to trigger and prototype new ideas or with clients to be able to speak the same language and narrow down the desired interaction faster.

Traces of Touch builds on existing projects that explore the importance of the design of switches, buttons, and handles, and takes these ideas further, creating a modular system to investigate today’s commonly available interactions in a simple and intuitive way.
Capta Collective http://www.davidsjunnesson.com/index.php?entry=19 <img src="user/uploads/capta-collective/00.jpeg" /> <img src="user/uploads/capta-collective/01.jpg" /> <img src="user/uploads/capta-collective/02.jpg" /> <img src="user/uploads/capta-collective/03.jpg" /> <img src="user/uploads/capta-collective/04.jpg" /> <img src="user/uploads/capta-collective/06.jpg" /> <img src="user/uploads/capta-collective/logo_thumb.jpg" /> <img src="user/uploads/capta-collective/paypool.jpeg" /> Capta Collective is a collaborative platform that helps creative people share ideas and bring them into reality. 

People often have a good idea but they don’t necessarily have the skills or money to fully realise it. Capta enables people with good ideas to connect with people with the relevant skills to develop the idea collaboratively. The whole system rests on the idea of future payment to its collaborators using predicted future revenues – effectively making them a part of the team. This creates strong and dedicated teams resulting in better and more well-thought through end results.




Context Members of CaptaCollective share ideas and skills. People can propose ideas to the community or join other people’s projects if they find those interesting. People are not paid to work on the project. Instead, they provide their skills and/or tools because they believe in the idea, either as a shareable treasure or as a product.





We can consider Capta to be a financial service that allows you to develop ideas without the involvement of real money; competence, time, work and ideas are the currencies exchanged.




User Research/Design Process /Experience Prototyping

 Capta is the last concept that came out from a non-linear design path. During the service design course we went through some very different concepts on the surface but all had a very clear red thread in the form of sharing cost and risk in groups.





Starting from Paypool, a mobile application to share expenses, we realised that there is a world of gifts that is hard to measure with money, such as buying a beer for a friend, and creating an application that didn’t support that would just annoy the users.





We decided to move on with “let’s do that”, a service that allowed people to make their dreams happen, but our dream died when we found kickstarter.com which was very similar to our service. We then decided that we should take the same concept one step further and eliminate the money side. People are skills, and that’s enough to bring ideas into reality.






Apart from building some prototypes to get insights from different users, we wanted to test the concept ourselves – we decided to develop a rough version of the Capta website and launched Capta Collective as the first idea on the platform. At the same time, we used the contract generated by the Capta service to state the partnership between the Capta founders. 




Drops http://www.davidsjunnesson.com/index.php?entry=16 <img src="user/uploads/drops/1.jpg" /> <img src="user/uploads/drops/2.jpg" /> <img src="user/uploads/drops/3.jpg" /> <img src="user/uploads/drops/4.jpg" /> <img src="user/uploads/drops/5.jpg" /> <img src="user/uploads/drops/6.jpg" /> <img src="user/uploads/drops/7.jpg" /> <img src="user/uploads/drops/main.jpg" /> Drops is a non intrusive ambient display of your closest and most important friends and colleagues. Using physical tokens representing your contacts you can easily organise and select the most fitting group for the current setting to interact with. The tokens are designed as precious personalised items and are meant to be given to your closest friends to symbolise and enhance your relationship.

We were inspired by our user research conducted with home-office workers in their workplace - this provided us with insights in to their everyday life. Feelings such as being alone in the world and missing the “water cooler chat” were identified and brought into the concept to bring it to life.

The project was developed through an iterative design process where we were constantly building new physical prototypes to test out interaction possibilities, how the user would be poked by a contact, visualisations and shapes. The final shape was inspired by the idea of six degrees of separation - also known as the human web - and each part of the project has a meaning and a purpose such as weighting the tokens to give them a more precious and valued feeling via the wooden surface.

By stroking and poking the tokens you can send short requests for attention to your contacts or to just letting them know you are there, creating a playful break in the everyday home-office routine or a more playful back and forth interaction similar to a simplified pong game.

The pokes are visualised using discretely organically shaped light at your friends side to easily melt into its environment creating an ambient display of your contacts. All interaction is conducted through the surface of the physical tokens hiding the interface and enabling a truly unique experience for the user.
TableTalk http://www.davidsjunnesson.com/index.php?entry=7 <img src="user/uploads/tabletalk/1.jpg" /> <img src="user/uploads/tabletalk/1_thumb.jpg" /> <img src="user/uploads/tabletalk/2.jpg" /> <img src="user/uploads/tabletalk/tabletalk_closeup.jpg" /> <img src="user/uploads/tabletalk/tabletalk_talking.jpg" /> The idea is to take something invisible and make it visible, aesthetic and pleasing to watch. We have chosen to work with speech, one of the key elements in our social interaction. We see our prototype as a cultural piece and not as a problem solving gadget. We want our technology to be secondary, or on the periphery to the bigger picture, giving the participants a visually exiting table. But if you sit at the table for a longer time you will hopefully understand how the table works. The effect that we are aiming for is not to disturb the already existing social patterns but rather to give them an extra dimension if you choose to pick up on it. Lumilos http://www.davidsjunnesson.com/index.php?entry=9 <img src="user/uploads/lumilos/green.png" /> <img src="user/uploads/lumilos/green_thumb.jpg" /> <img src="user/uploads/lumilos/purple.png" /> <img src="user/uploads/lumilos/yellow.png" /> Lumilos is a work investigating the possibilities to use light and colour in an interactive design context made for my final thesis. The physical outcome of the research is an interactive wall of light where I use different kinds of colour and light patterns to visualize energy consumption throughout a building. The whole wall is built up using small light modules that can communicate with each other, designed and constructed by myself, to be able to scale it up or down to fit different contexts such as home or office.

It was presented for ARUP Foresight team whom showed great interest in the product.
Toast and Jam http://www.davidsjunnesson.com/index.php?entry=13 <img src="user/uploads/toast-and-jam/1.jpg" /> <img src="user/uploads/toast-and-jam/2.jpg" /> <img src="user/uploads/toast-and-jam/toaster_thumb.jpg" /> The toaster has its own language that we all intuitively follow. We studied this common routine of the toaster: inserting the bread, waiting impatiently for it to toast and perhaps popping it manually when we can't wait any longer. Keeping all the interface elements the same but completely changing the function, we introduce surprise and curiosity in the mundane.

The revamped toaster plays a selection of music depending on the bread you put in to “toast”. 125 songs covered 5 genres: Reggae, Country, Rock, Electro and Latin within 5 categories of moods: party, melancholy, obscure, chill out and feel good. Choosing a rye bread with a wheat bread might give you a party Bob Marley track, or two white breads give you a melancholy Dolly Parton. In any case, the music is a surprising interaction from a seemingly ordinary kitchen object.

Main components are an Arduino microcontroller and Adafruit waveshield, which allows playing music tracks from an SD card on a small speaker. Simple but effective “bread detection” is achieved by using white LEDs and photoresistors to measure the darkness of the bread. Additional LEDs are included to retain the familiar orange glow of the toasting cycle. We also retained all of the original toaster parts [except the heating element]: the timing knob became the volume control, and the original electro-magnet in the toaster “pops” the toast once the song finishes. All components were built into the casing, and it operates from a standard plug to wall power, upholding the impression of a working toaster.
Emergency room http://www.davidsjunnesson.com/index.php?entry=21 <img src="user/uploads/emergency-room-/NEW-MAIN-UR_laura-elena-filippo-david-gizam-ulrik.jpg" /> <img src="user/uploads/emergency-room-/NEW-MAIN-UR_laura-elena-filippo-david-gizam-ulrik_thumb.jpg" /> <img src="user/uploads/emergency-room-/patient-journey_EMERGENCY-ROOM.jpg" /> <img src="user/uploads/emergency-room-/ur_laura-elena-filippo-david-gizam-ulrik03.jpg" /> <img src="user/uploads/emergency-room-/ur_laura-elena-filippo-david-gizam-ulrik04.jpg" /> <img src="user/uploads/emergency-room-/ur_laura-elena-filippo-david-gizam-ulrik_main-1024x640.jpg" /> <img src="user/uploads/emergency-room-/ur_lauraelenafilippodavidgizamulrik01.jpg" /> Emergencyroom.dk is a national online service designed to alleviate and disperse patient pressure on the regional E.Rs. By providing a simple overview of the state of each ER in the region, we enable walk-in patients to make smart decisions from home as to where they will be treated fastest and where they will burden the system the least, freeing up resources for the ones who need it the most.

At the same time, we expanded this online service into the ER´s themselves – providing real-time visual information in the waiting room as to the state of the ER; how many patients are being treated and what is their status: is it life or death? or is it simply a fractured ankle? Allowing waiting patients increased transparency as to why they are waiting would generate respect and understanding for the extremely important work of the staff and cut down on frustration for both staff and patients alike.

The Context
Hillerød Emergency Room is an extremely hectic and busy environment. Patients arrive with little to no warning, life and death decisions have to be made in the blink of an eye and space and resources are limited. Experiencing the ER exposes people in their most vulnerable state – frightened and confused. It also demostrates highly professional medical staff who balance the systemic challenges of securing an efficient flow of patients with the very human and emotional task of caring in situations where people need it the most.

Realising quickly that many of the routines are too sensitive and crucial to handle without extensive medical knowledge, we quickly decided to concentrate on some of the more soft factors, that although less direct, could still make a major difference in the day-to-day running of the ER. Focusing on the patient experience, we quickly began to see a pattern emerging, revealing a deeper schism between delivering efficient medical care and ensuring the most pleasant patient experience possible under the circumstances. This moved us towards several different directions, focusing on the issues of: patient identity; security; and information vs. frustration and emotion.

Gathering User Insight
To gain an initial understanding of the dynamics of the ER, we employed several different approaches. We shadowed different nurses at work, observing their routines and day-to-day tasks. We spent hours in the waiting room emulating patients and we interviewed a number of different doctors, nurses and patients.

These interviews took place partly as co-creation sessions where we employed different design games and scenarios to prompt interviewees to break out of their usual routines and perspectives. We asked the nurses to put themselves into the patients shoes, and describe what they thought was going on from the patients perspective through each stage of the journey through the ER, using pictures and key emotions. We checked this against patient interviews, looking for discrepancies and differing understandings.

We employed a more phenomenological approach, asking patients to dress dolls in layers of emotions – represented by actual doll dresses – ranking emotions and needs such as security, attention and information from the most important to the least. Also we used category shifts, asking the doctors and nurses to imagine the ER as a restaurant, and hence trying to concentrate on the service aspects of the experience.

These games and interviews provided us with following key insights: The relationship between patients and nurses is instrumental to the patient experience, but can be difficult to maintain throughout; There is a built in schism between focusing on the individual needs of the patient and the collective needs of the patient body as a whole; Many patients arrive with maladies treatable by their own GP´s – often because of lack of knowledge about their own condition and the function of the ER; and a vicious circle arises from patients being frustrated when not being informed, resulting in patients aggravating staff who then again have less mental resources to inform and care for patients.

Design Challenges
Based on our insights we developed 3 design challenges that framed our solution. We asked:

How can we increase transparency and reveal the inner workings of the ER, promoting increased empathy patient-to-patient and patient-to-staff?

How can we increase the flow of relevant information between staff and patients, creating more profitable relationships between them?

How can we decrease pressure, by limiting the expenditure of resources on patients who could be treated outside the ER?

Exploring the User Experience
We tested our online service and display prototype with nurses and doctors during our last co-creation session, using mock-ups and scenarios. Most of them thought if could be a good solution, reducing tension and frustration for patients that wait a long time before being treated.

On the other side, some nurses voiced concerns about creating false expectations about the waiting time – pointing to cases where serious patients push back all others, creating long waits for less than life threatening maladies. Still others suggested incorporating more information on the routines and duties of the staff, hoping to create a more empathic attitude and deeper understanding of the hectic reality of the staff.

Finally, there are political concerns regarding the redistribution of patients to different ERs. There is talk of closing down some of the regional ER´s and creating a “super-hospital” in Hillerød. Something that would require completely new facilities for the ER.

Hence we decide to concentrate on creating non-specific and abstract visuals, with no concrete information (e.g. definite waiting times in minutes and hours), thus avoiding false expectations while still keeping the transparency aspects intact. Also we included more space for information of different kinds: “What to expect as a patient”, “what to remember as a patient”, “what happens behind the scenes” “ what is the triage system and how does it effect you” and also specific and topical information like treating flu epidemics and the like.

Finally it was presented to management, who clearly saw the value of our solution – even inviting us to continue to contribute with insights, especially if the reorganisation goes ahead.
Fragmented sounds http://www.davidsjunnesson.com/index.php?entry=12 <img src="user/uploads/fragmented-sounds/01_thumb.jpg" /> <img src="user/uploads/fragmented-sounds/02 - Copy.jpg" /> <img src="user/uploads/fragmented-sounds/03 - Copy.jpg" /> <img src="user/uploads/fragmented-sounds/04 - Copy.jpg" /> <img src="user/uploads/fragmented-sounds/05 - Copy.jpg" /> <img src="user/uploads/fragmented-sounds/06 - Copy.jpg" /> <img src="user/uploads/fragmented-sounds/07 - Copy.jpg" /> <img src="user/uploads/fragmented-sounds/20.jpg" /> In music composition fragmentation is the use of fragments or the division of a musical idea (gesture, motive, theme, etc.) into segments. In Fragmented sounds it is about reacquiring and manipulate this sound fragments into an unique creation using careful head movements. There are many different layers of interaction for the user to discover making it into an interesting experience both the first and the 100th time using it.

Interaction By carefully moving the head in front of the screen you collect small fragments of sound into your orb. The more fragments of one colour you collect the louder and more prominent that sound will be. Collecting all the fragments of all the sounds will create the full sound landscape.

Once one sound fragments is captured inside the orb you can start manipulating it. By slowly wiggling the orb back and forth you are able to create fading from left to right. This has to be done carefully or otherwise the sounds will burst out of the orb and you will have to collect them again.

There are many more possible interactions available, such as sound input and different movements patterns, that needs to be discovered by the user which creates an ever-changing unique sound landscape each time.
Weave http://www.davidsjunnesson.com/index.php?entry=17 <img src="user/uploads/weave/1.jpg" /> <img src="user/uploads/weave/2.jpg" /> <img src="user/uploads/weave/3.png" /> <img src="user/uploads/weave/main_thumb.jpg" /> ‘Weave’ is a field tool for building a collaborative map in changing chaotic situations; recording routes as the user moves through the landscape. Medics, soldiers, workers and community members on ground level build a live reference of newly formed routes, aiding transportation and accessibility. On their journeys they identify new landmarks, roadblocks and unsafe areas by position and image tagging. This becomes a visual tool of the progress, adapting itself to the changes of the unstable infrastructure.

‘Weave Analytic's’ is a partner application for analysing and observing this field data over the timeline of the disaster. Routes and landmarks collected from the users moving around the field, can be visualised on comparative maps, with accessible information, including an image, when it was added and removed, and by whom. Command centres and analysts can assess this data in real-time, or afterwards, to strategise and observe the ensuing aid mission and re-construction.
Magpie http://www.davidsjunnesson.com/index.php?entry=18 <img src="user/uploads/magpie/magpie1.png" /> <img src="user/uploads/magpie/magpie1_thumb.png" /> <img src="user/uploads/magpie/magpie2.png" /> <img src="user/uploads/magpie/magpie4.png" /> <img src="user/uploads/magpie/magpie5.png" /> Magpie aims to be the digital version of the box under your bed – the place to collect, protect, organise, and view your most precious files. Photos, videos, audio, and text can be dragged, dropped and positioned on an infinite canvas with infinite zoom.

The minimalistic monochromatic interface comes to the fore only when needed, allowing you to zoom, scroll, and add notes to different media. This creates a cohesive space for digital artefacts that does not discriminate between content types.

Magpie encourages users to cluster files in personally meaningful ways by optionally drawing lines between closely placed objects. This allows viewing and organising content to directly relate with the semantic meaning of the content itself.
Datube http://www.davidsjunnesson.com/index.php?entry=14 <img src="user/uploads/datube/datube.jpg" /> Pachube is a website for easy sharing and retrieving of sensor data from all over the world. It has many benefits in its easy to use interface which enables user of the website to fast get connected and start sharing data. One thing that I felt lacked in the software though was to fast and easy get a complete overview of the most active sensor nodes among all the inactive and static that naturally occurs in this kind of open system.

The way searching is handled currently is that you do a search on a tag and it returns a multi paged list with all the corresponding feeds which takes a long time to look through and get an overview of. Datube gives you the same function to easily search data feeds containing a certain tag but shows its result by using movement to highlight changing sensor data. This easily sorts out the most changing feeds which you then can investigate deeper and see if they fit your intended use.

Some suggestions for tags to search for is power and light.
Laser cutting http://www.davidsjunnesson.com/index.php?entry=15 <img src="user/uploads/laser-cutting/1.jpg" /> <img src="user/uploads/laser-cutting/2.jpg" /> <img src="user/uploads/laser-cutting/3.jpg" /> <img src="user/uploads/laser-cutting/DSC_2345_thumb.jpg" /> <img src="user/uploads/laser-cutting/bowl.jpg" /> <img src="user/uploads/laser-cutting/card.jpg" /> <img src="user/uploads/laser-cutting/curves2.jpg" /> <img src="user/uploads/laser-cutting/twitteee.jpg" /> This is some of the designs I have created with our laser cutter at 1scale1. Some as a product and some just for fun. More pictures can be found at my flickr account http://www.flickr.com/photos/sjunnesson/