Unlocking collaboration of designers and engineers
Machine learning technologies often lack user experience considerations, leading to undesirable or unusable digital products and services. Project Nestor, a structured process for interdisciplinary and collaborative product development, facilitates innovative and tailored user experiences.
An open-access website guides users through the project process. Worksheets provide detailed information on various stages. A forum invites users to exchange ideas and questions.
Nestor supports project managers/leaders to engage UX Designers and Machine Learning Engineers towards a common goal.
A comparison of one's own multi-perspective existence in immersive digital-analogue spaces.
We are living in an increasingly interlocking "phygital" (physical-digital) system in which users of digital and analogue spaces must find their way in the long term. This work considers design in a socio-critical, philosophical context with the aim of addressing the current situation of the intertwining realities of analogue-physical and digital-technical spaces and taking a critical and reflective look at the understanding of one's own existence. It is important to create spaces in which we are aware of our own analogue and digital presence.
Dealing with digital time: an investigation of behavioral changes for a long-term, self-determined change.
The smartphone is used for entertainment, working, communicating and passing the time. The highest art lies in not being distracted by the smartphone's illuminated, vibrating and displaying surface. This challenge has resulted in a concept for an app to sensitise us to a more conscious use of digital time. The Offbe app is intended to help us reduce our use of digital devices more consciously. It is an easy-to-use wellbeing app that can be used to take a break from digital devices without stress.
This thesis is dedicated to the topic of fictional world-building. A practical example is used to investigate how object design can contribute to the visual credibility of an imaginary world.
The success of a fictional world depends mainly on its credibility. But at what point does a fictional world seem plausible? And which factors are decisive for this? The center of the present work is creating an imaginary, retrofuturistic world for a video game. Cable racing"", a fictional motorsport phenomenon on the dried-up seabed of the Atlantic, forms the basis for this. The design of this imaginary world concept was used to examine how object design can be explicitly used to convey a fictional creation credibly.