Human-robot interaction (HRI) / UX / Social Robots / Linguistic Framing / Introductions / User Expectation Setting
The way we are introduced to new technology can play a role. We all have prior expectations that are then either confirmed or not when a first encounter with technology takes place. Different ways of formulating technology, different linguistic framings, are a way of regulating user expectations.
As a final bachelor's thesis, a student colleague and I did a project, studying the introduction of social robots as teaching assistants in the education sector. The goal was to understand how students' UX and expectations can be regulated through different linguistic framings, in this case positive and negative ones.
We found that negative linguistic framings had a positive effect on the students' UX and raised higher expectations. But with this came also the effect of being too impressed with this new technology, and a fear emerged for future scenarios.
Our research has also been accepted for the 2024 Swedish Cognitive Science Society Conference, which takes place between October 10 and 11 at Stockholm University. The thesis is also published on the Diva Portal.
» Swecog Conference 2024
» Diva Portal - Bachelor thesis
E-health / ACC / Accessible design / Web Design / UI Design / User Analysis / Conceptual Design / Wireframing / Hi-fi Prototyping
Collaborating with Västra Götalandsregionen (VGR), I and a student colleague carried out a web design project where we would develop and design a website with the aim of informing patients and caregivers about VGR's unit for Alternative and Complementary Communication (ACC).
The project included UX methodological tools such as conducting user analyses; interviewing different users and stakeholders to understand needs, design opportunities and goals. A conceptual design work of sketches and wireframes communicated and tested further soultions and a last step of prototyping tested final design components together with the stakeholders.
The product of this project was an interactive hi-fi prototype of a website designed for the user needs presented in the previous process. The main focus was to deliver an accessible web design following Web Content Accessibility Guidelines (WCAG) that met the requirements of users with cognitive disabilities.
Feel free to use the link below to try this prototype!
» ACC website - prototype
» Västra Götalandsregionen
» Accessibility to digital public services
E-commerce / UI Design / User Analysis / Personas / UX Evaluation / Heuristics / Usability Testing / Wireframing
This project was a collaboration with the e-commerce company Didriksons. The client needed to evaluate their mobile user interface (UI) for their website and find suggestions of improvements for a more user-centered design. In our design team, I acted as the project leader and organized an agile design work strategy and distributed tasks among my teammates.
The client requested a specific UI focus to evaluate the UX; the user's purchase stage which included the cart and checkout. We started the design process by creating personas to understand the target group of customers. We then conducted perspective-based inspections of the UI among the designers on the team based on heuristic evaluations using the well-known Nielsen design guidelines. We formulated measurable user requirements and goals and then performed usability testing with real users in simulated test environments. The tests showed which requirements and goals were met and which were not.
The project delivered test results and a final list of suggestions for design improvements to increase positive user experiences to profit the company. Mock-ups with wireframes were delivered as well to communicate the design solutions.
Service Design / User Analysis / Personas / Design Scenarios / Storyboarding / Conceptual modeling / Customer Journey Maps / Service Blueprints / Business Model Canvas
A local youth cultural center in Skövde, Kulturlabbet, was another client in a IT-consultation project. The project goal was to improve the center's service experience using service design methods. I was the project leader in this design process.
The project started with an user analysis through detailed interviews with users and creating personas to identify the target group.
Subsequently, service design artifacts were contucted to analyze current versus improved states of the service. Customer journey maps charted user perspectives. Business model canvases identified the connections between business strategies and the service design. Blueprints visualized aspects, actors and stakeholders related to the provision of the service. Design scenarios, in this project storyboards and concept sketches, were also used to further illuminate the current and desired states of the artifacts outlined above.
E-commerce / UI Design / UX Cycle / User Analysis / Personas / Conceptual Design / Storyboarding / Lo-fi prototyping / Mid-fi prototyping / Wireframing / UX Evaluation
In this project, the client was the e-commerce company RevolutionRace. I acted as a project leader, and my team and I worked agile and strategically including all four steps of the UX cycle, consulting our client in their UI design with the goal of reducing their customers' returns.
An user analysis identified functional and non-functional requirements, usability goals and user experience goals of the customers. These were put together with customer segments through personas and then conceptualized and communicated through a next stage of concept modeling, storyboarding and sketching.
A third step in the UX cycle was to further test these concepts through prototypes, which were made in lo-fi and in mid-fi. Interactivity and user flows could be simulated and then evaluated in a final step. Evaluation took place by using design guidelines; Nielsen's heuristics and the Gestalt principles. The project's deliverables of design solutions were compiled and pitched to the client.
E-health / UI Design / UX Cycle / Accessible design / User Analysis / Personas / Conceptual sketches / Conceptual model / Storyboarding / Lo-fi prototyping / Mid-fi prototyping
As a start to build our protfolios as UX designers, we students on the UX design program at the University of Skövde did internal projects where we designed different apps. I designed an app to facilitate and provide people with information about Covid-19 during the pressured pandemic time. The goal of the app Pandi was to assist users with local health coordinations and provide an accessible design that takes into account the diversity of users' needs regarding ages, backgrounds, language, cognitive functioning and more.
The design was developed through user analysis, conceptual design and prototype stages of the UX cycle. The user analysis was based on target group identification; interviews with potential users to understand and identify user needs, goals, behaviours and requirements. The analysis was visualized through personas. The design process moved on to conceptually test scenarios and situations the app needed to support. Sketches, storyboarding and models were used as techniques. In a final step, both a lo-fi and a mid-fi prototype were made to test design components in interactive states and make final adjustments.