Pregnancy is both an exciting and worrying time for a first time parent-to-be. Finance is one of the things that couples care about but according to our research, couples focus more taking care of the mother’s health or everyday happenings. Usually, finance matters are worried about but no action is taken.
It varies with different people & their culture but everyone thinks about finances at some level at this stage. Some worry and plan; for others they are just more cautious when it comes to spending.They make small sacrifices so that they can save for the future but most of the time they don’t exactly know what and when they need to buy / spend money on.
Couples are very open and keen to receive information and advice about anything and everything during this phase; even matters like financial planning which at other times is mostly a private affair. Planning happens spontaneously and couples usually don’t sit down and plan their spending formally. They don’t want to enter each expense. They just want to know what they can afford at different stages of the pregnancy.
BabyCheque is the first ever pregnancy finance app that tracks and improves your weekly spending by reminding you about important pregnancy and baby purchases.
According to the expected due date the BabyCheque app provides a timeline of expected baby expenses. It provides a simple yet explanatory account of things to expect within the coming few weeks that can help parents-to-be forecast their expenses & save accordingly. Since each pregnancy is different the app provides flexibility as to add, edit or delete these costs as per the parents requirements. One can also set reminders so that they can be gently nudged if some major expense is coming up soon.
Why and Where , Migration from Iran! is about movement and motivation of my Iranian friends on Facebook from Iran to other countries. I found it interesting that most of my Iranians friends moved from their hometown with the motivation of marriage and refuge. Therefore I used what I learned in this course to explore the data and tell my story to the other people. During this course we had the chance to produce several exercises to explore the translation of raw data into information. We learned how to develop our perceptiveness and our ability to articulate visually – and how to improve the graphics through comparing versions of them. We learned how to improve our methods to visual communication.
Type: Data visualization
Date: March 2013
Alarm clocks are an ever-present medium in our bedrooms. Many examples of innovative ones have emerged in the last 30 years, but in the last few years, thanks to smartphones, the change in the shape of alarm clocks has been radical – being digital, smaller and embedded in general purpose devices.
Those devices are constantly connected and allows us to be in touch with our social network, and to have a communication channel always open to the net.
Our starting point was to understand which is the relationship between sleep, sleeping technologies and trust. Trust was the main directive that we followed during our research.
We made qualitative interviews with Jens, Damindra and Samer and with them we co-create during the whole process.
After a series of brainstorming and feedback sessions with our users we came up withWakeup.me, a service that allows people to be connected during the wakeup moment.
The way the service works is very simple: before going to sleep the users should have an agreement in which they choose to become one the “Wakie” and the other one the waker. The “wakie” should trust his waker that on the day after will activate remotely the house appliances like radio and lights of the Wakie, creating a connection in one of the most intimate moment of the day.
This scenario was simulated with fully working prototyped appliances and a smartphone application.
As the information space is rapidly growing, we saw opportunity in leveraging the qualities of librarians as content filtering experts. Dit Udvalg is a service that helps library users filter content by establishing personal connections to relevant librarians.
By correlating people’s search terms with librarians interests we are able to suggest relevant connections between the two. The user are presented with a personalised profile of the selected librarian, featuring a photo and a short description. A simple pre-filled form based on the user’s query makes it easy to start a dialog. After a list of curated content has been delivered digitally, a neatly crafted physical bundle are available to pick up at the library with a personal hand written note from the librarian.
The concept was discovered through a range of field studies; observations, interviews and a series of experience prototypes. The final prototype consists of a full user and librarian journey, from interfaces for both front- and backend, to finding content, packaging and bundle pickup.
Kandu is a service concept that increases awareness among young women on the unspoken, unseen and dismissed aspects of sexual health in Iran. Kandu empowers the female community to better understand various diseases and the standard of care they deserve in relation to their prevention and management. Based on an application platform, it provides honest and accurate sexual health information. Kandu enables women to help each other learn about the most important aspects of their sexual relationships, giving them the chance to improve the sex education situation in Iran.
Type: Social Innovation & Service design
Date: October 2013 to current
Team: Individual project
Result: Student Winner, Service Category, Core77 Design Awards
The best service design of the year, check it out here.
What if your plant could talk to you? Tell you its needs and where it wanted to be placed? Growing plants has been a central part of human life for centuries, but over the years the tightly rooted relationship has withered. This symptom of human disengagement with nature expresses both an ongoing development and potential problem in our modern day culture.
We think that the process of seeing something grow from seed into something edible or beautiful is a magical experience of nature, however this is no easy task. Although you may see that your plant is not doing well, it can be difficult to tell if it needs more or less light, water or warmth.
With our concept Plant Friend we seek to help children discover and learn how to care for and grow plants, while tightening and developing the emotional bound between them. Based on sensory inputs Plant Friend expresses the plant’s needs through emotional and communicative movement, thereby facilitating engagement and interest in the plant’s well being.
We measured data coming from a photoresistors, temperature sensor and DIY-moisture sensor using an Arduino board and connected that to servo motors to control Plant Friends movements.
During the course we focused on how we can program an application for android tablet.
We focused on the concept of “place ” as our final project.
We wanted to introduce a simple but unique lens to see things in places. We also wanted to bring out user’s interest in the place in an aesthetic way. That motivation lead us making an app, “Draw on Picture” .
When people go to places, some take pictures. With this app, however, users can see more details about the place by drawing sketches over the photo. Just a tiny shape may inspire your understanding and affinity with the place. This app also lets you create a new colourful image based on your original picture.
“Draw on Picture” will change your way of seeing things.
・Sightseers: It lets visitors enjoy their sightseeing from different point of view.
・Design Students: It is a way to train students’ eye on things.
Staying in touch is one of the most fundamental elements of maintaining long distance relationships, no matter if it’s between families, lovers or friends. TheLet’s Meet team conducted user research and a series of interviews, revealing that people desired to understand or even be involved with what their loved ones are going through. However, living apart across different time zones contributes to the problem of arranging a meeting time. Aiming to create simple way to negotiate and plan time between people living from different time zones, Let’s Meet was born.
Let’s Meet is designed as twin products residing on two sides of the world. Take a father and daughter’s case as a scenario, with both sides of them owning a Let’s Meet product. These two products synchronize and update their arranged meeting time according to the time zone where they are. For example, while the father living in Copenhagen proposes an online chat at 8pm today, the daughter studying in Tokyo receives the meeting time as 3am tomorrow. Both of them are also hinted with what the time will be for the other one.
The product form, which resembles a tiny and simplified version of rocking chair, is shaped according to designed interactions for replying the proposed meeting time: yes, no and maybe. After one sends the proposed time, the other one can reply yes by pressing front side the product down to the table;no by shaking the product toward both sides; and maybe by slightly tap the product once and leave it keeps rocking. After replying, both products actuate corresponding motion synchronously.
Let’s Meet successfully creates a playful way of negotiating meeting time and provides a tangible and interactive physical presence of the loved one in the other side of the world, by which pulls both sides of the couples, families or closed friends even closer.
We wanted to explore how blind people could understand what colours there are in their surroundings. We created a “colour scanner”, which using a camera, analyses a live image for colours by measuring the amount of red, green and blue in the image. Using these values, each ranging from 0 to 255, we are playing three different tones in a sequence. To make it easier for the ear to separate the sound of the colours, we set individual waveforms for each using the Music & Motors module for Arduino.
A series of exploration to uncover the visual phenomenon of sound was what drove this project. We wanted to capture the invisible nature of sound and process it to reveal how sounds looks when it reacts to different varieties of music, pitch, volume and bass.
We used a portable radio and sprinkled on it some glitter dust so that we could materialize the immaterial nature of sound. The output was visually very interesting because it reflected exactly how the glitter reacted to various experiments like tuning the radio, playing different tracks or even just changing the volume.
The final video was purely a series of stop motion animation frames which lend itself to reveal this phenomenon.
Interactive Spaces provided the framework to explore the meeting of the physical and digital within constructed environments and how we sense and interact with these built spaces.
We set out to design an interconnected hackable space, conscious of the notion that things in our environment will be connected, and how to create meaningful communication through this connection.
From this exploration came Inside Out. Inside Out is an installation piece of sound, words, remembrances, and lights. A series of three lockers are the framework of this piece, each embodying the history of people that have owned and used them. When approached, the lights behave and respond to your presence. When opened, either a sound byte from a previous owner, or a soundscape is played. Through the collaboration of 2 to 3 people, a symphony of sounds and words can come to life.
Inside Out uses Spacebrew to route data through a web socket, which means that the outputs of the lockers (sounds,lights etc) can be controlled by varied inputs from other installations in the shared space.
Locally, the installation uses ultrasound distance sensors and LDR’s hooked to an Arduino board to detect presence and opening/closing of the doors. The sound bytes are actually twitter posts from previous owners of the lockers fetched from @overheardatciid. The soundscape is made of two sequencers and a drum machine built in Pure Data which are controlled by the door states. Processing is used to manage all the communication between these different programs.
Digit Lamp was a one-day project about turning two Arduinos into a lamp and remote control.
The lamp unit features two LEDs and a small fan, which makes little reflective dangles sway around.
The controller has four capacitive sensors on the inside. This arrangement requires the user to stick their finger inside and touch the walls to turn up and down the light and fan. What results is a interesting yet slightly awkward interaction.
Type: experimental, Physical computing
Date: February 2013
Team:Designed and made together with Wouter Walmink