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Calm at Work : making the experience at work, just a bit more calm.
Our office spaces are riddled with interruptions and distractions, the commute is usually mundane and uninspiring and our time is chopped and sprinkled between the many tasks we are trying to wrangle at the same time. We stay stressed continuously, and in this stress, we forget to take a minute to just breathe. And then, at the end of the day, we wonder, where did the day disappear? I believe that work should bring us joy. Our workday should be exciting and going to work should ideally be something we look forward to, every morning we wake up. We should have the freedom to choose how we work and what we work with. “Calm at Work” is an 18 week interaction design project, exploring how we might make the experience at work, just a bit more calm. The project aims to explore the different challenges workers face at work to explore if it could be better. Through desk research, observations, interviews and probes the project uncovers a few challenges, some of which were then explored using product sketches. This report presents the journey, the key insights, the challenges and the results of the exploration.submittedVersio
Don't fear the griever
Don't fear the griever Because of a lack of words, action and tools, the people around a griever tend to disappear. In Norway, grief is often an individual and lonely experience. Approaching grievers can feel risky and intimidating; the fear of making things worse tends to push people away. We have created an alternative present showing new ways of approaching people in mourning. We have designed a fictitious chain of events, in Norwegian society, that spans from 2011 to today. Through this project, we want to contribute to a broader conversation about how we cope with grief, and explore new ways of using design to discuss what this discipline can offer. Our main ambition for this project is to visualize and reflect on the implications design has on social and cultural relations.submittedVersio
Nyanser av mørke : ulike belysningsstrategiers innvirkning på miljø og trygghet
Denne masteroppgaven handler om hvordan man kan møte problematikken med gatebelysningens negative effekter på naturmangfold og lysforurensing. Gjennom mer stedstilpassede belysningsstrategier med fokus på lesbarhet mener jeg at man kan oppnå omgivelser som oppleves trygge, selv med lavere lysnivåer. Gjennom litteraturstudier om lysets fysikk, belysningens påvirkning på naturmangfold, persepsjon og vårt forhold til mørke, får jeg et bredt bilde av lysets innvirkning på byen. Jeg ser på hvordan lys og mørke påvirker samspillet mellom mennesket og det fysiske miljø, og dets innvirkning på opplevelsen av byrommet.Deretter blir ulike belysningsstrategier analysert i en casestudie, der jeg ser på fem relativt ulike steder, for å få et bredt bilde på ulike faktorer som påvirker trygghetsfølelse. Alle de fem casene har det til felles at de består av belysning for gående, med en viss grad av rekreasjon. Mine funn viser at lave lysnivåer kan gi økt spillerom for lyssetting som bidrar til lesbarhet og oversikt, noe som kan lede til at trygghetsfølelsen kan ivaretas med lavere lysnivåer. Denne type belysning gir kontur og dybde i byrommet. Nyanser av mørke i form av gråtoner, har egenskapen av å sette stemning, skape atmosfære og vil være mer interessante å betrakte og vil kunne bidra til økt preferanse for stedet.submittedVersio
A school in Flatdal
Have todays schools become another victim of the economies of scale? The small school are unfortunately a dying race. “A school in Flatdal” is a project that explores the potential of the small school. How architecture can create space for learning and how the small school can create room for architecture. But what is really a good space for learning, or a good school? I think one answer is somewhere in the meeting between play and focus. Thoughtfulness around contact between people, buildings and nature. Equally important are the structural choices that unite the construction and technical solutions, the materials, the spatial experiences and where you take off your rubber boots on your way in from an expedition in the nearby stream. All these pieces play an important role in the whole.submittedVersio
Politiske standpunkt -om å gjøre seg opp en mening som ung velger
Denne diplomen handler om politikk, redaksjonelle-medier og unge velgere.Hvordan kan politisk informasjon formidles og hjelpe unge velgere medå ta ett standpunkt? Målet med oppgaven er å skape interesse for, og refleksjon rundt, samfunnsspørsmål samt øke kunnskapsnivået til unge velgere. Bakgrunnen fordenne oppgaven kommer fra det økende mediemangfoldet og de redaksjonelle medienes økende fokus rundt enkeltpersoner, enkelthendelser og det politiske spillet. Medias samfunnsansvar er å informere folket, men med et fokus på det dagsaktuelle fremfor partienes ideologier, verdier og fremtidsplaner vil flere velgere stemme basert på hvor godt de liker en person. Dette mener jeg er feil grunnlag.«HUH?» er en ny tjeneste flettet inn i VGs eksisterende nettavis og gir unge velgere politiske informasjon og tvinger frem refleksjon. Innad tjenesten får unge velgere et nytt syn på politikk ved at fokuset er lagt på grunnleggende holdninger og verdier rundt politiske spørsmål fremfor ett person-og parti rettet fokus.I tjenesten blir brukerne bedt om å ta standpunkt rundt de seks hovedkategoriene av konflikter man finner i politikk, også kalt politiske skillelinjer. Før valget blir tatt får de informasjon som kan hjelpe dem. Standpunktene brukerne tar ligger som grunnlag for en autogenerert politisk selvbiografi. Biografiensetter brukernesholdninger på spissen og tvinger gjennom dette frem en refleksjon. Dette sikrer at brukeren er komfortabel med sine meninger og verdier basert på en kunnskapsrik argumentasjon.Denne biografien blir også videre bygget gjennom at brukerne kan ta et standpunkt rundt saker innad VGs artikler og annet materiell. Ved å be brukeren gjøre seg opp en mening rundt politiske saker i media skaper tjenesten over tid nye rutiner og et insentiv for å interagere med politikk.submittedVersio
Wealth to Wellbeing : A Systems Exploration in Imagining Alternatives within Housing in Norway
The challenges of our time are increasingly complex, housing being one of them. While housing is a basic need closely intertwined with our well-being, it also sits at the centre of strong economic, political and cultural forces. In the homeowner nation of Norway where the housing system was set up to promote homeownership, the meaning of ownership itself has seen a dramatic shift since the 80s. What was initially conceived as a tool to create stability and welfare, housing now has increasingly come to mean profit and wealth-building. While homeowners are still able to create welfare for themselves, less and less people are able to become owners now. The obvious solution then is to push more people towards ownership, but how sustainable is that? This is a system that has made owning a home extremely expensive, but still is trying to create ‘affordable’ housing – and that is the heart of the problem. Housing can not be expensive enough to be profitable and cheap enough to be affordable at the same time.
This is an exploratory project which reframes the problem of housing and reimagines the system in the near-future – one where the focus of our housing system has moved away from supporting wealth-building to supporting long-term well-being. I propose a conceptual housing model set within a larger public social infrastructure which supports the new values in form of self-governance, participatory budgeting and informal service exchange. Using the three horizons model as a framework, I position this near-future speculative model within the third horizon, representing a favourable direction going forward. As the seeds for the near-future already exist in the present day/first horizon, this project hopes to inspire critical reflection on the fundamental nature of our housing system and imagine hopeful alternative near-futures – ones where everyone can be taken care of.submittedVersio
Invisible Garden
This project aims at an in-depth study bound to the phenomenology of architecture in which I discuss the process of recognizing and making architecture with "garden qualities". "Garden awareness" approached me from my daily life, and this, in turn, became fragmentary memories of "a garden" as the intimate space that connects to the greater world. Memory occurs in different time and place, I re-enact those moments, visualize and transcribe them into architectural space. By looking at the materials that I have brought out, I begin to understand my place in the world. The work consists of varied longings. One of the longings is to invite other participants to perceive the garden. Just like the quote from The Peony Pavilion said- "Without entering the garden, one cannot see how much spring occurs."submittedVersio
ONSITE Design-driven field studies for safer demanding marine operations
ONSITE is a research project that builds knowledge on how to implement human-centered design processes within ship design. The project focuses specifically on a field study methodology and the transfer of knowledge between human-centered design and engineering disciplines."publishedVersio
Digital Craft --Explorations of the craft value in ceramic making
My exploration process evolves from illustrating out the possibilities with the digital tool to support ceramic craft people’s creative work to envision digital tool as a storytelling device. As a designer who has no prior knowledge about ceramic craft, and the ambition was to cross the parallels studies the intersection between the ceramic handicraft and digital fabricating during these four months. This is almost an impossible task for the designer to accomplish. Since ceramic craft is very difficult that takes years to learn. My design approach contains mostly learning by doing things and exploring the digital design possibilities, which ends up depicting these possibilities. Inspired by openness and sharing culture in the craft community. The content of the report and the sharable scripts will become the learning materials, which is more about thinking what value should be carried out when alternative digital fabrication techniques(like3D printing) spread so rapidly. Similarly, those digital programmes should act as a kind of material and sensation that customized to craft people’s needs. This project also evidenced some of these possibilities of exploring the potentials of data to enhance crafters’ productive and creative works. By working collectively with crafters coming out with some physical objects, examine a new way of incorporating digital tool in exchanging knowledge between design and craft to further define a more nuanced definition of the craft value in the digital age.submittedVersio