Volvo On Schedule
Aesthetics of Interaction
Your map is wonderful! Great argumentation and motivations, great design in terms of color choice and work with fonts, interesting approach, well-chosen and motivated categories, in all pretty damn brilliant
Senior Lecturer & Director of Studies at Department of Applied IT, Chalmers and University of Gothenburg
Homework as a community-driven game
This project was a collaboration between me, Jesper Lundgren and Juntima Nawilaijaroen.
The game concept is based upon world-wide economy and corruption. Each player takes the role of a ruthless investor with the goal to become the most successful businessman in history. They achieve this by buying resources, earning gold, managing their public relations(PR) and completing missions in order to get political influence. There are also action cards that provide bonuses and disadvantages. The game will be played on a real world map, where regions are marked and provide specific resources. Each resource will provide a different amount of gold but the high income resources also gives negative PR, so the players would have to think about specific strategic paths to follow.
The final design concept is a shower that visualizes water usage for the user. To motivate behavioral change, emotional arguments rather than logical are used, as emotional arguments are less likely to initiate reasoning and contemplation in the user, and instead more likely push fast, visceral responses. A virtual aquarium full of fish is screened on the walls of the shower, and as water is consumed, the water level of the aquarium diminishes. The concept is explored in a high fidelity prototype.
FinAqua was a collaboration between me and Oliver Carlsson, Nanna Naumann, Isak Stråvik and Daniel Ström.
Graphic for tv-screen