Experience Design Portfolio

Experience Design Portfolio

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A portfolio showcasing my work, while studying a MA in Experience Design at Konstfack, Stockholm, Sweden.

Canela Slatka

Research PerspectivesPosted by josefin May 26, 2010 12:11
Canela Slatka is a fictional person on Facebook who was created as a part of the Research Perspectives project. Her prescence questions the ethics within Social Media. Not only is it hard to know what is real or fictional online, but the amount of personal information one can acquire through social media is vast. The use of this information can become dangerous and sensitive depending on the situation. We created Canela to find out where the limit goes when it comes to ethical issues. First of all, is it ethical to invent a persona pretending to be real?

Once Canela was created, we (my nine classmates and I) used her in order to add friends, look on people's profiles, write messages and chat, all pretending to be Canela. And it didn't take long until we felt like we were doing something unethical towards the people we were fooling.

However, everyone has the choice of adding Canela and it was interesting to see how many people added her without knowing who she was. The more friends she got the easier it was for her to get more, especially when people could see that they had mutual friends.

Canela Slatka is still alive today, but not very active at the moment. Through her I learned a lot about ethical issues within social media, the rules and problems within social media sites and how new sites and services are being created as a solution to these problems. For example, how one deals with a persons social media accounts when someone dies. Therefore, I think that Canela has been a good learning tool. She enabled us to see the hinders and possiblities within social media that we wouldn't of been able to realize without her!



Ethical Guidelines within Practice Based Research

Research PerspectivesPosted by josefin May 26, 2010 12:04

Social Media Revolution Brief

A class project that took place during October & November 2009. Classmates invovled, Anders Mellbratt, Vijai Maia, Mahmoud Keshavarz, Martin Jones, Bonnie Swift, Minjeong Cha, Chittrapar Lerttaweewi, Stina Wessman and I.

"You will begin by creating a map of the hotspots that provide a mesh network in downtown Stockholm. There is no map of mesh networks in Stockholm which is available to the public. Your map, therefore, will become a uniquely powerful instrument. But for what?

This assignment requires you to collect and then to contextualize your map in various persuasive scenarios, prototypes or systems with following critieria in mind:


1. Clear target group (audience/situation)
2. Immersive/intelligible (focused on evaluated subject/problem)
3. Illustrative (clear, clean and detailed communication)
4. Persuasive (simulative over time)
5. Enlightening (provide new knowledge)"

(Given by Roland Jones & Koji Wakayama)

During and after this task, we were asked to come up with Ethical Guidelines within Practice Based Research. If we should have them, and what they should be if we thought they were necessary. Therefore, the maping of hotspots was a tool and starting point for us test this out.

We used a bike (that we pimped!), a laptop, a satellite antenna and a software to record all data called Netstumblr.


RESULTS

We divided into 3 groups focusing on different aspects of ethical guidelines within Social Media; Digital Death, Canela Slatka and Homeless services. I worked with Canela Slatka and you can find more information about it under categories.

In the end we merged all 3 aspects into one group presentation, which was presented as a TV show programme EDGPBRTV. Below is a clip from the presentation.




Suprise!

Pressure StudiosPosted by josefin May 26, 2010 11:48

How du you design a SUPRISE?

THE ULTIMATE EXPERIENCE.


Prang and I suprised our class and tutors with our 'chocolates'.


And here are some things we found SUPRISING at Konstfack:





Egg Box

Pressure StudiosPosted by josefin May 26, 2010 11:44

Brief & Rules

From any recycled material, build a sturdy box 120cm3 by 120cm3. Place a hole in the top of the box, so that when you face it, the hole is in the far right corner. This hole must be precisely 7x7 centimeters. This hole will be known as The Rabbit Hole. Place another hole in the front of the box so that when you face it, the hole appears in the lower left corner. As with The Rabbit Hole this one must be precisely 7x7 centimeters. Design and construct the interior of the box, using any recycled materials, so that when you place an egg in The Rabbit Hole, it rolls out the hole on the face of the box, unbroken, precisely one minute later. In effect the interior architecture of the box is the physical expression time designed as that it will control the "experience" of the egg over the course of one minute. There may be NO cushions on the outside of the "exit hole" or anywhere near it which would mitigate the speed of the arriving egg. Your interior design will therefore need to slow the egg's speed over time to avoid the Humpty Dumpty effect.

Inspiration

http://www.platform21.nl/page/5722/en

http://www.youtube.com/watch?v=vthnTNADvPc

http://www.youtube.com/watch?v=2xZCgFl6SRs&feature=fvw

http://berglondon.com/blog/2009/09/15/nearness/

Outcome

AN EXPERIENCE DESIGNED EGG BOX DESIGNED BY VIJAI MAIA & JOSEFIN VARGĂ–. A GAME, WHERE THE PARTICIPANTS GET 1 MIN TO DROP THE EGG INTO THE BOX, PASS IT THROUGH THE NUMBERED HOLES AND THEN POP IT OUT THROUGH THE FINAL HOLE! NOT AS EASY AS IT LOOKS!


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