Interaction Design
Malmö, Sweden

Interaction Design
Malmö, Sweden

Interaction Design
Malmö, Sweden

Interaction Design

Research

Concept development

Malmö

Malmö

Malmö

I went on an exchange to Malmö, Sweden. During my time there, I had the opportunity to participate in two intensive interaction design courses. This experience not only exposed me to new perspectives on design but also allowed me to refine my skills in a dynamic and collaborative international environment. In this section, I'll provide an overview of the courses I undertook, the insights I gained, and how this exchange has influenced my approach to design.

I went on an exchange to Malmö, Sweden. During my time there, I had the opportunity to participate in two intensive interaction design courses. This experience not only exposed me to new perspectives on design but also allowed me to refine my skills in a dynamic and collaborative international environment. In this section, I'll provide an overview of the courses I undertook, the insights I gained, and how this exchange has influenced my approach to design.

I went on an exchange to Malmö, Sweden. During my time there, I had the opportunity to participate in two intensive interaction design courses. This experience not only exposed me to new perspectives on design but also allowed me to refine my skills in a dynamic and collaborative international environment. In this section, I'll provide an overview of the courses I undertook, the insights I gained, and how this exchange has influenced my approach to design.

Courses Taken

Courses Taken

Interaction design: Interactivity

Interaction design: Interactivity

Interaction design: Interactivity

2022

Interaction design: Tangible and Embodied Interaction

Interaction design: Tangible and Embodied Interaction

Interaction design: Tangible and Embodied Interaction

2023

Interaction Design: Interactivity

Interaction Design: Interactivity

Interaction Design: Interactivity

The objectives

The objectives

The objectives

Interactivity refers to the ability of a user to communicate with and control a digital interface or system. In other words, interactivity is what enables users to engage with digital products, such as apps, websites, and software, by clicking, tapping, swiping, typing, or performing other actions that trigger a response from the system.

It is crucial to ensure that the product is easy to use, efficient, and enjoyable for the user. Therefore, it's highly advantageous to have this ability to analyze and influence the interaction aesthetic. When an interaction designer has a heightened awareness of interactivity, they are able to think beyond the product's intended audience and function, and also focus on the overall experience and sensation of interacting with it.

Designers shape material, and in the case of interaction design, that material is interactivity. Interactivity refers to the ability of a user to communicate with and control a digital interface or system.

It is a fundamental aspect of interaction design, which involves creating products and services that allow people to interact with technology in intuitive and meaningful ways.

In other words, interactivity is what enables users to engage with digital products, such as apps, websites, and software, by clicking, tapping, swiping, typing, or performing other actions that trigger a response from the system.


The design of this interactive experience is crucial for ensuring that the product is easy to use, efficient, and enjoyable for the user.

It's highly advantageous for designers to have the ability to analyze and influence the interaction aesthetic with careful consideration and precision.

Developing this designerly practice is facilitated by a heightened awareness of interactivity. When an interaction designer is sensitized to interactivity, they are able to think beyond the product's intended audience and function, and also focus on the overall experience and sensation of interacting with it.

Jumping rope-inspired interaction

Jumping rope-inspired interaction

Jumping rope-inspired interaction

As an example of the benefits of a designer's heightened awareness of interactivity, consider our jumping rope-inspired interaction. Jumping rope involves synchronization, which in this case is related to timing. Through experimentation with the bodily perception of these motions, we developed the final interaction showcased in the video below. This interaction involves a circular motion, where two users utilize the screen to find the same rhythm and synchronize their movements. When they achieve synchronization, two squares move towards the centre of the screen and merge into one purple square.

As an example of the benefits of a designer's heightened awareness of interactivity, consider our jumping rope-inspired interaction.


Jumping rope involves synchronization, which in this case is related to timing. Through experimentation with the bodily perception of these motions, we developed the final interaction showcased in the video below.


This interaction involves a circular motion, where two users utilize the screen to find the same rhythm and synchronize their movements. When they achieve synchronization, two squares move towards the centre of the screen and merge into one purple square.

Tangible and Embodied Interaction

Tangible and Embodied Interaction

Course objectives

Course objectives

Course objectives

Tangible and Embodied Interaction (TEI) is a type of interaction that aims to go beyond the traditional graphical user interface paradigm by creating experiences that engage our physical bodies and our abilities to comprehend and act in the real world. As a research area, TEI drives the development of innovative interaction technologies and methods that future designers will need to understand and anticipate in order to create effective designs.


We chose the topic Artificial Intelligence (AI) and the Internet of Things (IoT), which lead to the creation of "Breathing Flower".

Tangible and Embodied Interaction (TEI) is a type of interaction that aims to go beyond the traditional graphical user interface paradigm by creating experiences that engage our physical bodies and our abilities to comprehend and act in the real world. As a research area, TEI drives the development of innovative interaction technologies and methods that future designers will need to understand and anticipate in order to create effective designs.


We chose the topic Artificial Intelligence (AI) and the Internet of Things (IoT), which lead to the creation of "Breathing Flower".

Tangible and Embodied Interaction (TEI) is a type of interaction that aims to go beyond the traditional graphical user interface paradigm by creating experiences that engage our physical bodies and our abilities to comprehend and act in the real world. As a research area, TEI drives the development of innovative interaction technologies and methods that future designers will need to understand and anticipate in order to create effective designs.


We chose the topic Artificial Intelligence (AI) and the Internet of Things (IoT), which lead to the creation of "Breathing Flower".

The Breathing Flower

The Breathing Flower

The Breathing Flower

The "Breathing Flower" project addresses the issue of sleep problems among university students through a design-focused approach. The project follows the Design Thinking framework called double diamond, with scientific research and surveys guiding the process. The result is an IoT and AI system comprising a nightstand device, a breathing companion, an AI assistant, and a computer application.


The breathing companion, Breathing Flower, monitors a user's breathing and guides them through breathing exercises. Its design is a glanceable version with light, which can be used before bed even in a dark environment. Through sensors, AI technology learns the user's breathing patterns and mirrors them by moving the petals of the flower in and out. Breathing exercises can also be performed together with the user. To promote good sleep hygiene and create a comfortable sleep environment, a humidifier with a soothing scent has been incorporated into the device.


This project represents a promising initial step towards a comprehensive system to assist university students in maintaining healthy sleep habits.

The "Breathing Flower" project addresses the issue of sleep problems among university students through a design-focused approach. The project follows the Design Thinking framework called double diamond, with scientific research and surveys guiding the process. The result is an IoT and AI system comprising a nightstand device, a breathing companion, an AI assistant, and a computer application.


The breathing companion, Breathing Flower, monitors a user's breathing and guides them through breathing exercises. Its design is a glanceable version with light, which can be used before bed even in a dark environment. Through sensors, AI technology learns the user's breathing patterns and mirrors them by moving the petals of the flower in and out. Breathing exercises can also be performed together with the user. To promote good sleep hygiene and create a comfortable sleep environment, a humidifier with a soothing scent has been incorporated into the device.


This project represents a promising initial step towards a comprehensive system to assist university students in maintaining healthy sleep habits.

The "Breathing Flower" project addresses the issue of sleep problems among university students through a design-focused approach. The project follows the Design Thinking framework called double diamond, with scientific research and surveys guiding the process. The result is an IoT and AI system comprising a nightstand device, a breathing companion, an AI assistant, and a computer application.


The breathing companion, Breathing Flower, monitors a user's breathing and guides them through breathing exercises. Its design is a glanceable version with light, which can be used before bed even in a dark environment. Through sensors, AI technology learns the user's breathing patterns and mirrors them by moving the petals of the flower in and out. Breathing exercises can also be performed together with the user. To promote good sleep hygiene and create a comfortable sleep environment, a humidifier with a soothing scent has been incorporated into the device.


This project represents a promising initial step towards a comprehensive system to assist university students in maintaining healthy sleep habits.

Malmö Memories

Malmö Memories

Malmö Memories

digna.lambrichtsx@gmail.com

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