Test the Material Mayhem puzzle game and the Fuse visualization tool. Learn about the
"Forte" app for making choir rehearsal easier and the digital health card for pregant women called "Mammajournalen".
Welcome to the first ever design demo at the master program for media and interaction design (MIX). The event will take place in the Atrium in Media City Bergen from 10.00 to 12.30 on Friday May 3rd.
This is an event in the newly established "Innovation Days" at the MIX program. Our master students will present their interaction design projects, and you, dear audience, will give them feedback. This will help them to learn as much as possible about the potential for value creation in their designs.
The "Innovation Days" is a joint effort from alle the teachers at MIX plus the administration and the students themselves. We want to give our program a stronger identity by displaying and discussing our activities in public.
The event is organized by the program board for the media and interaction design (MIX) program at the Department of Information Science and Media Studies, with professor Lars Nyre as the main organizer. The Infomedia department and TekLab sponsors the event with a free lunch for participants and audience alike.
Program
The event takes place in the Atrium of Media City Bergen on Friday May 3rd from 10.00 - 12.30.
10.00 – 10.05. Introduction by MIX program chair Lars Nyre.
10.05 - 10.30. "Introduction to Open Innovation: Harnessing Collective Intelligence for Innovative Solutions". Lecture by Joao Ribeiro.
10.30 – 11.00. Demo of value propositions by the first year students (MIX303). Introduction by Joao Ribeiro. The students will stand in front of their posters and explain their project and talk to audience members. There will be around 15 separate projects (see details below).
11.00 – 11.30. Demo of minimum viable prototypes by the second year students (MIX350). Introduction by Joao Ribeiro. The students will stand in front of their posters and technical equipment (f.ex. computer screens and VR gear) and explain their projects. The audience members will be able to test the prototypes themselves. There will be 7 separate projects (see details below).
11.30 – 12.30. Free lunch and countinued mingling around the stands. Conclusion by UiB Innovation Pilots Johannes Helleve and Stine Lines.
Innovation Pilots
At the event you can also meet UiB's iinnovation pilots. They are here to promote innovation at the University of Bergen. Their aim is to get more students to apply for UiB Idé, which is the university's support scheme for innovative start-up companies. Do you have questions or just want to talk about innovation? We are here to help you! Contact us at Innovasjonspilotene@uib.no or follow us on Instagram.
The pedagogical purpose
There is a double pedagogical purpose: To give the students real-life experience of pitching to increase their pitching skills and to communicate the value propositions of their projects to the audience. It is a test of outward communication; daring to stand by your ideas and also daring to adjust them.
The Demo is also a way to explore the value propositions of the projects. The Demo is a sort of user testing, and the students may note responses and use them actively in their projects afterwards. MIX303 submission deadline is May 31st. MIX350 submission deadline is June 3rd.
Six testable prototypes
The second year MIX350 students will present almost-finished prototypes. We consider these to be "minimum viable prototypes".
Haunted Legacy – Remedy the past
Investigating the effect of guidance techniques and audio in a VR horror game.
Immerse yourself in this new VR horror experience and uncover four possessed artefacts, but beware of malevolent spirits that haunt the mansion. In this nightmare, you may experience auditory hallucinations, but listen carefully, as the ghostly whispers and blood-curdling screams may provide clues about the haunted mansion's dark past. Guided by tutorials and interface elements such as colour cues and dynamic lighting, you must unravel the sinister secrets that lurk within the mansion's walls. Collect all paintings and escape, or become another entrapped soul part of a haunted legacy.
By Daniel Venge Bagge and Robin Johansen Bøe, in collaboration with Center of Digital Narrative.
AI & Humans: Creative Allies
Hybrid intelligence in video game character ideation.
AI & humans—typically seen as rivals in the creative sphere. But this project reveals a different story — how their collaboration can change the ideation and co-creation process beyond imagination in one of the fields that are in deep need of new ideas - video game character design.
By Daniela Lipcika, in collaboration with Center of Digital Narrative
FUSE
A Desktop Interface that Visualizes Complex Data.
Imagine an interface transforming complex data into captivating stories that practically anyone can understand. This is the vision of Fuse - an innovative data visualization interface developed for and by students. Through an iterative design process, Fuse has developed into a prototype that uses authentic data and real text examples, to replace placeholders and imprecise visualizations that leads to confusion.
By Henrik Nordberg and Erling Qvale.
Raskere rapportering av farlig avfall
Combining Sustainable Interaction Design and process modelling.
Prosessmodellering viser samspillet mellom ulike personer, oppgaver som skal utføres og overleveringer mellom dem. Dette samspillet kombineres med Bærekraftig interaksjonsdesign gjennom å innovasjon, fornyelse, gjenbruk og det som erstattes ved innføring av nye systemer.
By Ruben Sander Eriksen, in collaboration withInMeta.
Material Mayhem: an object interaction PC/VR puzzle game
Exploring User Experience, Input Adaptation, and Interface Optimization for VR and Desktop Puzzle Games.
This innovative 3D puzzle game challenges you to manipulate objects with unique material properties – mold them, bounce them, or test their weight – to conquer challenging levels in VR and PC! We examine user adaptation to different control schemes and environments (VR vs. PC), and how interface design interacts with these modalities to optimize player performance and enjoyment across platforms.
By Sebastian Christopher Hörberg and Ruben Marques Caldeira, in collaboration with Center for Digital Narrative.
Kunne Exphil
Navigating complexity in the Exphil course through co-design and simplified, step-by-step learning.
We’ve designed a digital learning platform in collaboration with Universitetsforlaget i Oslo called Kunne. Kunne transforms the complex and dull university course "Exphil" into a walk in the park - quite literally. We'll show you the way towards your goals, and you'll get there step-by-step without feeling overwhelmed. Kunne - get one step ahead.
By Julie Sofie Berntsen, Julia Hellem Brandt, and Helene Høylandskjær, in collaboration with Universitetsforlaget i Oslo.
Fifteen value propositions
The first year MIX303 students will present the plans for their projects. We consider these to be "value propositions".
Empowerment Through Design
Exploring Universal Solutions for Inclusive User Interfaces.
A design tool crafted by designers, for designers, with a singular mission—to make inclusivity the cornerstone of every creation. It's not just about catering to Mary, the sprightly 90-year-old, or ensuring accessibility for those in wheelchairs or with visual impairments. It's about something bigger—it's about designing for everyone. Join us in shaping a world where inclusivity isn't just a goal—it's the standard.
By Adam Godor, Sara Nystad and Iselin Steffensen.
Ensemble - Connect and explore
Exploring the potential of multi device interaction.
Introducing an innovative solution that connects multiple screens for immersive gaming and collaborative experiences. By seamlessly connecting devices like smartphones or iPads, we make interactive activities simple and devices easy to use together. This concept encourages engagement and teamwork, offering a useful tool for collaboration and creativity.
By Andrea Grøndal and Marthe Bøhmer
Interaction Itself
How interaction and choice change the understanding and perception of narratives and stories.
Storytelling has been a part of the human condition for all of human civilization. But for most of human history, stories have placed the audience as a passive observer. I want to investigate in what ways the act of becoming an active participant in the narrative changes the perception of the story.
By Dani-Andrè Forstrønen, in collaboration with Center for Digital Narrative.
Evolving Cities – Enhancing Public Transportation
Rethinking urban transit in evolving cities.
Discover the future of urban travel through the lens of interaction design. We’re on a mission to enhance everyday commuting experiences. Join us as we explore innovative solutions aimed at creating greener, smarter cities for the people of Bergen.
By Emily Dishington
Beyond Boxes
Crafting a Seamless Move-in Solution.
This project aims to simplify the process of moving into a new apartment. We want to make it easier for people to handle paperwork, set up utilities, and communicate about options. Our goal is to make moving less stressful and help new residents feel at home faster.
By Hans Christian Haakonsen
Live sports, with your phone
How can we use UX to engage and better the experience of using mobile apps while watching live sports broadcasts?
Most young adults get distracted by their phone while watching live sports. This can both take the fun away from their watching experience and lessen their engagement in the sport. The viewers look for more stimulation and pick up their phones, but can we use UX design to make an app engage them further rather than take away their attention?
By Johanna Utle.
Forte - Making Rehearsing Easy
Utilizing interaction design to develop innovative solutions for music ensembles.
Many choirs currently rely on physical sheet music or inadequate technology that isn't tailored for praciticing music. Forte aims to bridge the gap between music and UX, offering a distinctive and efficient solution that facilitates on-the-go rehearsals. This project focuses on bridging music and technology to enhance musicians' experiences and create solutions crafted specifically for musicians.
By Kaja Eek.
Merging UX and management consulting
Bridging user experience and management consulting: emerging trends and implications.
The project merges UX with management consulting to uncover innovative business strategies. By working directly with Varde Hartmark and conducting field research, we aim to develop solutions that integrate UX design early in the strategic process, enhancing business outcomes. This approach promises to set a new benchmark in how companies apply UX principles to management consulting, leading to more effective and user-centric business solutions.
By Mari Elise Bøe and Helena Graver, in collaboration with Varde Hartmark Consulting.
Shaping the Future Library
Enhancing User Experience through the Integration of Digital Resources in Physical Spaces.
Unlock the future of library experiences with my project, delving into seamless integration of digital resources within physical spaces. We explore how crafting an intuitive app transforms user engagement, paving the way for an enriched library journey.
By Marie Moksheim, in collaboration with Bergen Offentlige Bibliotek or Bibliotek-Systemer AS.
Designing an online livestreaming studio
Researching and iterating on the user experience for a livestreaming studio.
Today there exists an untapped livestreaming market for small-to-medium sized businesses due to many barriers of entry, including high costs and complexity. Strimo director is a livestreaming studio that allows anyone to easily set up and start their own professional livestream using just their phone cameras. The master project will research how to create an engaging and easy-to-use platform that removes the barriers of entry.
By Sondre Moldskred Netteland, in collaboration with Strimo.
Mammajournalen
A digital antenatal health card
Many pregnant women question how they in 2024 are given a physical piece of paper as the most important document they need to bring to their pregnancy check-ups up until giving birth. It has proven that this piece of paper, also known as the antenatal health card (in Norwegian: helsekort for gravide) raises several problems for the woman and the health care employees: like difficulties remembering the card to every appointment leading to incomplete documentation but it also has difficult handwriting from many different people making it challenging to read. Furthermore, the information also has to be registered digitally, leading to double work for the employees. It is very evident that this is an old and outdated solution. For that reason, our masters project will focus on creating a digital prototype that can be an asset in solving the issues related to today's paper-based health card called “Mammajournalen” (the mom journal).
By Susanne Ryland and Amalie Alkemark.
Play With Your Reality
Investigating Realism and Authenticity in Historical Digital Games: Designing a Prototype with Adjustable Realism Settings.
A constantly increasing number of new digital games are released each day, and with them, the amount of historical representation grows quickly. History remains one of the biggest sources of inspiration when it comes to creating new game universes. These uses of history involve a lot of questions on different topics ranging from ethics, philosophy, game design to players' engagement. This project aims to study these subjects through a computer game prototype that allows players to modify the level of realism and accuracy using adjustable parameters.
By Timothé Foucher.
Trust in News media
Exploring design and technological strategies to enhance media trust.
How can design and technology use impact trust in news sources? By analysing presentation styles and conducting user tests across various age groups in Norway, I seek to identify the most effective strategies to enhance media credibility.
By Truls Teige Pettersen, in collaboration with Schibsted, Faktisk, MIMIR, NTB and NORCE.
CogNet
Designing collaborative tools for dementia care and cognitive evaluation.
Design of user-centered tools for self-administered cognitive testing, as well as methods for the measurement, analysis and evaluation of results. The project partners with the ANeED research study, aiming to aid in better diagnosis and treatment of dementia patients, using Apple smartwatch and mobile technology to securely collect detailed health data from participant patients, as well as a range of connected sensors. By focusing it’s efforts on the development of digital applications for the measurement of both motor skills and cognitive abilities, CogNet aims to aid medical professionals and researchers achieve their goals of early detection of deceases such as Alzheimer’s, Parkinsonism and dementia with Lewy-bodies (DLB), as well as the identification of relevant bio markers to aid treatment and care.
By Vegard Bolstad, in collaboration with The ANeED study, University of Bergen and Eitri Innovation Hub.
Designing for All
Navigating Digital Inclusion and Accessibility in UX Practice.
Technology is seamlessly integrated into every aspect of our lives, offering innovation at every turn. Yet, those who struggle to keep pace with the new digital landscapes are often overlooked. Should we design for everyone to understand and be included in the new age of technology, or are some people just bound to be excluded from a continually more digitalized society? We believe digital inclusion starts with a business's core structure and processes. This is why we're planning on analyzing internal structures regarding universal design and digital inclusion
By Vilde Holtet, Maud Stue and Julia Paulsen, in collaboration with Sparebanken Vest.
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