It’s Showtime


ITs first year master students have worked hard all semester long and are keen to show off their prototypes for you. They present different examples of innovative interaction design for everyday things. Come and see 10 diverse interaction design projects. We will have 4 hours of demonstrations, talks and poster exposition. We will start at 12 o’clock with poster exposition outside the Rapid Prototyping Lab downstairs. We will start with 10 minute presentations at 12:30.

Presentation Schedule

12:30 FoodOS – Collaborative Eating with Common Artifacts

12:45 Interface for manual registration of deviations from an automated RFID-based waste management system

13:00 ViboBand: A Vibration Based Device for Deaf Dance Moves

13:15 An Interactive Message Board for Students

13:30 INO: A Computer-Assisted Educational System Designed for Children with Autism Spectrum Disorders

13:45 Pause

14:00 World connects – Momento Vase

14:00 Implicit Language Learning using Augmented Reality

14:15 EV Easy – Smart Electric Car Charging Application

14:30 HIOF Indoor Wayfinder

14:45 Border Control

FoodOS – Collaborative Eating with Common Artifacts

In this day and age everything is made easier by adding some technology to it. The project involves the planning of weekly dinners of a share living space and how to optimize it and make it easier to execute. This is made possible with the help of a micro processor and 3d printing to make a whiteboard with common artifacts.

Interface for manual registration of deviations from an automated RFID-based waste management system

The Norwegian municipally of Halden have an interest in solving problems connected to the collection of waste. In the spring of 2017, a bachelor’s project was conducted by students at Østfold University College. The students reviewed various kinds of sensors to automatically register the emptying of waste bins. This was done by using RFID scanners on the waste collection vehicle and tags on the household bins. After the installation of the scanner-andtag system, it became clear that it was a need for a back-up system to handle various problems and unseen circumstances. This paper explains the process of creating a solution, as well as the forming and programming of a digital artifact used in the solution. The artifact lets the waste collectors press buttons to register different statuses; leading to a manual back-up registration system. Implementing this system will result in a more complete overview than what is provided by the existing RFID system.

ViboBand: A Vibration Based Device for Deaf Dance Moves

To develop a device for the training purpose of the body movements using technology for deaf people. As it’s difficult for them to take part in a fast-paced class and require more time and effort from instructor. Not only this, student lose confidence level too. This prototype is designed so that they will simply wear the band and follow the instructions given by the instructor. As the instructions are in the form of vibration which are programmed on lily-pad Arduino. The feedback showed that our device successfully managed to guide deaf person to know when and which hand to move while dancing. Moreover, it gives chance to deaf learners to feel at home in dance class. Additionally, encourage deaf people towards dance activity and to give them chance to socialize more openly in the society.

An Interactive Message Board for Students

This paper presents a design study of an interactive message or display board for helping student sharing their information and helps them in collaboration. As of now, we can see that student share their idea and information through the different medium like different Facebook group and traditional notice board. We propose a specific interactive design prototype for users which can be i) accessible ii) available. To ground our design, we used design thinking as a guideline process. We evaluated the prototype using qualitative analysis of interview data. The findings show that the prototype provides people accessibility of various information at one place and the section help them to access specific information easily. This paper offers three main offerings. Firstly, we identify the user’s difficulty in accessing information or data. Secondly, we proposed a new design to address the problems. Thirdly, we applied design thinking as a design method to solve problems that related to information sharing and collaboration

INO: A Computer-Assisted Educational System Designed for Children with Autism Spectrum Disorders

This paper describes the design and prototyping of an educational computer system aiming to provide an alternative way of developing basic vocabulary and arithmetic skills in children diagnosed with Autism Spectrum Disorders. The system is comprised of a physical control interface, a single-board computer, and a customized software solution forming a unified visual learning system as a whole. By applying gamification techniques, and focusing on creating an expressive and tangible interface, the aim is to support core learning processes while also providing a fun and attention grabbing digital environment for education to take place. The associated software has been preeminently developed for use by children in the age range of 5 to 8 years, though this range could be shifted either up or down by developing additional software. During the design and development, the focus has been on creating a system which has a high grade of portability, while also being compatible with devices such as smartphones, tablets and computers for displaying the GUI of the software. Two different pieces of software have been developed for prototyping purposes: 1) a variant of the classic game “Snake” with added functionality intended to develop vocabulary skills, 2) a memory game intended to strengthen retention and recollection.

World Connects – Momento Vase

Creating a way to trigger memories with smells in dementia patients, where the “momento vase” is in focus so that the user can interact with it. By doing a literature review of that other people had done on the subject we got and overview of where we could start, then by doing a open interview and a fieldtest have we figured out that different kinds of smells is associated with different kinds of memories, and that the dementia patients manages to pick up some different memories form the different types of smells.

Implicit Language Learning using Augmented Reality

This paper presents an augmented reality (AR) tool for implicit foreign language vocabulary training.  By using a participatory design approach we attempt to determine if AR can be used to create frameworks for foreign language training where a larger part of the vocabulary training is moved to the implicit tasks, much in the same way people are learning their first tongue. Based on interviewing students from lower secondary school we have prepared a prototype which we have evaluated.

EV Easy – Smart Electric Car Charging Application

Norway is global forerunner with the highest electric mobility and battery electric vehicle market share. The purpose of this study is to find the actual problem faced by electric vehicle owners during the parking situations. The main goal behind this research is to help them alleviate the problems through the application which can help them find parking space, put a user in a charging que, find real time information about the battery level through mobile phone and other features. There were total 50,875 plug in electric vehicle registered in 2016 which is definitely increasing in years to come with high benefits given from governments. The findings from the online survey determined problems that were addressed in our project. 25% of the participants agreed that there were no free charging space and 30.6 % weren’t able to charge because of the parking space was being occupied with a fully charged electric vehicle. As the battery is the only energy level of the car so, we developed an application with queue system. This allows all the charging port integrated to one system and will be prioritized as first come first service possibility. The paper prototype user testing helped us to achieve the good user interface design and user-friendly experience.

HIOF Indoor Wayfinding

This paper takes a look at indoor wayfinding, the process of navigating from point a to point b inside a house or building. When an individual is not familiar with the interior, a navigation tool may be helpful. Research by Hengshan Li & NIcholas A Giudice concluded that 2D maps were preferable to 3D world representations of buildings, but the study did not include a free movement tool which could make 3d world representations more useful. We created a 2D map and a 3D world representation of the university campus and measured the time test participants used to reach five chosen destinations. Two groups of five participants were used, one group using the 2D map and the other group using the 3D world representation. Participants were given five minutes to get familiar with the navigation tool before they were assigned to find 5 chosen designations. The results from our tests can indicate which navigation model is more useful for indoor wayfinding.

Border Control

In 2014 there were 147 people who lost their lives in Norawy’s traffic. although this seems like a low number, we cannot accept that so many people lose their lives in the traffic every year. Therefore, Statens Vegvesen systematically works with road safety against a vision of 0 killed and 0 hard injured in traffic. Nasjonal transportplan 2014-2023 aims that their in 2024 should be less than 500 killed and severely injured in road traffic. This is an ambitious goal that assumes that all road safety actors contribute targeted efforts. With the sector responsibility for road safety, Statens Vegvesen is a key player in this work.

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