Showtime for 2018 Interaction Design Projects


IT’s first year master students have worked hard this semester to show off their projects for you. They present different examples of ambient technology for communities. Come and see 8 diverse interaction design projects. We will have 3 hours of demonstrations, talks and poster exposition. We will start at 12 o’clock with poster exposition at the IT department . We will start with 10 minute presentations at 12:30 in the Makerspace.

Presentation Schedule

12:30 MagicMirror -An Interactive Drawing Surface for Public Areas

12:45 Availaboard – Managing Availability using a Tangible Interface

13:00 Navi Navi – Indoor Navigation Guidance

13:15 Reboot your mind with Energize Me!

13:30 Pause

13:45 PlayfulHallway

14:00 Digital Notice Board

14:15 Expressing Sentiment through Ambient Lighting

14:30 Retro Museum – A Tangible Museum Experience


Some more information about the projects:

MagicMirror -An Interactive Drawing Surface for Public Areas

We developed Magic Mirror, a reflective surface, for drawing in the public areas in Østfold University College. People can pass kindness or collaborate to develop thoughtful drawings. Magic Mirror allows people to draw with the help of motion technology and also acts as a normal mirror. The motive of our design concept is to make people more social by passing messages through drawings on the mirror.

Availaboard – Managing Availability using a Tangible Interface

There is no uniform method for checking availability for lecturers and staff at Østfold University College. The most commonly used method to interact with colleagues is time-consuming both because of the vast distances between individual offices and the disturbance when receiving unscheduled meetings. There haven’t been implemented an obvious way to see whether someone is available or not. In our research we will install a tangible device that signals availability in an office setting, and see how the occupants accept this artifact. We derived our findings from a field study and two questionnaires. In our findings we found that there was a high acceptance for a tangible device and a uniform method for signaling availability. Further research would look at behaviour change and method effectiveness in this way of sharing availability.

Navi Navi – Indoor Navigation Guidance

When you aren’t familiar with the layout of rooms inside a building it can be difficult finding your destination. We designed a possible solution for finding your way indoors. Using a touch screen interface to find your room and receiving additional guidance using a tangible device while wayfaring towards your destination.

Reboot your mind with Energize Me!

This project tries to motivate students to leave the classroom during breaks. The purpose of the project is to refresh the focus of students, encouraging them to do physical activity, lowering average CO2 level inside the classrooms and to make break times fun and energizing in a social interaction manner. In this study, we propose a prototype which combines the aesthetic properties of an ambient display with game elements, based on a mood changing flower as interactive interface. Moreover, integrating exploring and manipulating interaction types, to increase the level of fun.

As a result, the study shows that combining gamification with an attractive ambient display can motivate students to have a shared experience by interacting with an interaction design artifact, therefore encouraging them to leave the classroom during break times, which is the goal of the project.


People use communal areas like hallways in school without any social interaction, due to purposes such as passing through and going to other destinations. In this project we want to repurpose the hallway by applying a motion-controlled game, such as interactive pong to increase social stimuli in students, faculty members and staff. This game uses Kinect for motion control and a projector for floor projection.

Digital Notice Board

Notice board is an important part of any organization, office or educational institute. In our university we have traditional wooden notice boards that are not convenient for the students to use. This is due to the notice boards being uncategorized and not efficient. To solve these problems, a digital notice board was proposed where the user can view and save the notices.

There is another problem in traditional notice board, that all the notices are in Norwegian Language, so international students face problem of language barrier. In our digital notice board we eliminated this issue by providing dual language option e.g. Norwegian and English. Using this digital notice board, international students can understand the notices properly. This notice board is also helpful for all students because notices are categorized, easy to access, easy to upload and download.

Expressing Sentiment through Ambient Lighting

In a busy office environment, a shared break room or rest area usually serves as a collaborative space for social interaction and knowledge sharing. In this project, we looked at how emotion recognition technology combined with ambient lighting can support mode awareness in an informal shared office space. We examined the degree of user involvement in playful interaction with the device and investigate possibilities for mode sharing with co-workers. We investigated how privacy concerns in relation to facial recognition technology impact the level of user interaction with the device.

Retro Museum – A Tangible Museum Experience

At the IT department at Østfold University College, multiple old computer artifacts such as the Commodore 64 and Macintosh Plus is displayed in glass cabinets. In this paper it is described how a tangible interface was created to invoke interest in these old artifacts. A literature research, a non-interactive field observation at a museum with multiple interactive installations, and a semi-structured interview was conducted as background for this task. Multiple sketches was produced along with a brainstorm session to come up with a set of requirement to able to create a suitable prototype. The prototype consisted of two sketches which main purpose was to create a tangible experience where the user can select between 3D-printed miniatures that resembles the artifacts. A field study in a natural setting along with semi-structured interviews was conducted to evaluate product and to confirm whether it answered the research question of the project or not.


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.