The Fjord Fido project

Diabetes is a life threatening condition affecting almost 400 million people around the globe today.

In the past years, innovation within digital and the health and fitness industry has provided tremendous opportunities to collect and analyse data affecting our bodies. Opportunities that could create great possibilities for the management of diabetes.

Jonas Höglund, service design director at Fjord Stockholm and father of a son with diabetes, saw the potential. At a global Accenture Innovation event he presented an idea of diabetes care through digital and big data. A speech that became the starting point for the Fjord Fido project.

Camera Restricta. A disobedient tool for taking unique photographs

Camera Restricta by Philipp Schmitt is a brilliant example of speculative design. According to the designer, “algorithms are already looking through the viewfinder alongside with you: they adjust settings, scan faces and take a photo when you smile. What if your grin wasn’t the only thing they cared about?

Camera Restricta is a speculative design of a new kind of camera. It locates itself via GPS and searches online for photos that have been geotagged nearby. If the camera decides that too many photos have been taken at your location, it retracts the shutter and blocks the viewfinder. You can’t take any more pictures here”.

Read more about the project.


A conversation-based approach to Interaction Design

In this articile, Hugh Dubberly and Paul Pangaro discuss the potential of a new approach to interaction design based on a conversation model. Starting from Claude Shannon’ Model of Communication, they shed the light on

“a fundamental limit of nearly all human-to-computer interaction: Our input gestures can only activate an existing interface command (select a message) from the preprogrammed set. While we can automate sequences of existing commands, we can’t ask for something novel. If our software application does anything novel, we file a bug report!”

Continue reading…

Syllabus: Interaction & Service Design Concepts Principles, Perspectives, and Practices

Prof. Molly Wright Steenson (Carnegie Mellon School of Design) has published the syllabus for her Interaction & Service Design class (Fall 2015).  According to the introduction:

What is interaction, what is design, where did these notions come from, and where are they going? Our seminar explores principles, practices, and practices that undergird interaction and service design and beyond. We will explore the underlying principles of design, examine themes from a variety of perspectives, and consider the effects of both on different practices. Through this grounding, you will return to questions of what kind of designer you are and wish to be, what you believe in, and how that will extend to your research and practice.

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Architecture of Radio: discover the hidden world of digital networks

Created by Richard Vijgen, the Architecture of Radio is an iPad application conceived to visualize the network of networks “by reversing the ambient nature of the infosphere; hiding the visible while revealing the invisible technological landscape we interact with through our devices”. The app relies on GPS to get the user’s location and finds the cell towers that are within reach from OpenCellID. Then, it calculates the position of overhead Satellites based on JPL’s Ephemeris data.
Find out more on the project page.
Benevolent Deception in Human Computer Interaction

Benevolent Deception in Human Computer Interaction

From the abstract: “Though it has been asserted that “good design is honest,” deception exists throughout human-computer interaction research and practice. Because of the stigma associated with deception—in many cases rightfully so—the research community has focused its energy on eradicating malicious deception, and ignored instances in which deception is positively employed. In this paper, we present the notion of benevolent deception, deception aimed at benefitting the user as well as the developer. We frame our discussion using a criminology-inspired model and ground components in various examples. We assert that this provides us with a set of tools and principles that not only helps us with system and interface design, but that opens new research areas. After all, as Cockton claims in his 2004 paper “Value-Centered HCI”, “Traditional disciplines have delivered truth. The goal of HCI is to deliver value.”

Read the full paper.

See the slides.

Eytan Adar, Desney Tan, and Jaime Teevan, “Benevolent Deception in Human Computer Interaction”, CHI 2013


Bernard Roth, The Achievement Book

Bernard Roth, The Achievement Book

Bernard Roth (@bernie_roth) – academic director and one of the founders the Hasso Plattner Institute of Design at Stanford ( – has recently published The Achievement Book where he explains how to unlock the power of design thinking to help you achieving goals.

From the official description:

Back in the 1960s, mechanical engineer Bernard Roth met many engineers in the Silicon Valley, who worked for big companies such as Hewlett-Packard, and had dreams of starting their own companies. People just talked about it, and nothing happened. This observation inspired Roth to start teaching a class at Stanford in which each student had to choose a project having to do with their own life—writing a cookbook, building a robot, running a marathon—the only requirement was that the project was deeply personal. Now, for the first time, Roth brings his mantra of “Doing is Everything” to his inspirational and valuable new book, The Achievement Habit: Stop Wishing, Start Doing, and Take Command of Your Life.

Read more.

How and why games work | loop scheme

Philipp Zupke: How and why games work

In this post,  Philipp Zupke discusses how games work and what makes them so engrossing. Based on the works of Raph Koster’s  “Theory of Fun” And Daniel Cooks’ “Feedback System”, his analysis offers an insight on fun and learning, loop, strategies, goals and player agency.

Learn more about the topic by watching “Defining Gameplay: Between structure and chaos” by Alexandre Mandryka (Ubisoft).

Read the full article.