Hello

I believe creativity, logics & empathy makes great user experience.

The Box

Interactive installation

The Box intends to blur the intersection between the physical and virtual space. It was created as an experimental self-promotion for North Kingdom, and exhibited at Creative Summit 2013.

The Box

Interactive installation

The box is an analogy of exploring our own boxes to discover how much more there is to find beyond our imagined boarders and limitations of our minds.

The installation takes the user on a journey from a dull confined space and into the vivid and colorful infinity. Whoever steppes inside the box is made to believe that nothing out of the ordinary is going on in there. But as they start to explore it, they discover that there is a world beyond – and it’s far more fun!

I was the creative lead in a team of five.

Further description is soon to come.

The Box

Interactive installation

The Box intends to blur the intersection between the physical and virtual space. It was created as an experimental self-promotion for North Kingdom, and exhibited at Creative Summit 2013.

The Box

Interactive installation

The box is an analogy of exploring our own boxes to discover how much more there is to find beyond our imagined boarders and limitations of our minds.

The installation takes the user on a journey from a dull confined space and into the vivid and colorful infinity. Whoever steppes inside the box is made to believe that nothing out of the ordinary is going on in there. But as they start to explore it, they discover that there is a world beyond – and it’s far more fun!

I was the creative lead in a team of five.

Further description is soon to come.

The Butterfly Effect

Dynamic film experience

Microsoft wanted to create an interactive adventure to attract attention to the re-ignition of MSN as a news portal. Users were caught up in the most unlikely story before ending up in the headlines of the actual news. (video coming soon)

The Butterfly Effect

Dynamic film experience

The Butterfly Effect is an interactive story about how the most insignificant act by yourself eventually can change the news headlines of the future.

The Client

MSN has transitioned from being mostly a portal for chat and email to becoming a news service for the broad masses. For the European market primarily our client wanted us to help them increase the traffic between Facebook and the MSN site, create buzz around the brand and make people understand that MSN is not a chat service anymore. They also wanted us to show that MSN is a brand that will surprise you!

The Challenge

Since we were targeting a broad audience, we needed to find a low threshold solution that didn’t ask to much of the user in terms of technology, but still offered a cool personalized experience and interactivity engaging enough to be shared on facebook.

The Solution

Making the user our hero and emphasizing the significance of the every little contribution of a user as something that could affect the news events of the future, we found the key to a good storytelling message: The Butterfly Effect – a connection to MSN news and a flirt with the MSN butterfly logo.

(Title scene)

We created a film experience where we put the user in a first person perspective. By the dynamic use of local MSN content and the users own Facebook data we were able to make the story seem as if it was about him or her.

(First person)

With the help of Oscar nominated director Patrik Eklund we created four alternate story paths as unexpected and somewhat bizarre chains of events originating in the initial choices made by the user. In the end the user could read and share baffling MSN articles about themselves.

(Screenshot of news)

The Team

This was a project made by North Kingdom. The film was shot in Palma de Mallorca with Palladium and a spanish film team, and assembled at North Kingdom headquarters in Skellefteå. Art director, tech director, ux director, designer, producer and me from North Kingdom. I worked on concept, script, copywriting, motion graphics and user experience.

(Pic de Mallorca)

The Butterfly Effect

Dynamic film experience

Microsoft wanted to create an interactive adventure to attract attention to the re-ignition of MSN as a news portal. Users were caught up in the most unlikely story before ending up in the headlines of the actual news. (video coming soon)

The Butterfly Effect

Dynamic film experience

The Butterfly Effect is an interactive story about how the most insignificant act by yourself eventually can change the news headlines of the future.

The Client

MSN has transitioned from being mostly a portal for chat and email to becoming a news service for the broad masses. For the European market primarily our client wanted us to help them increase the traffic between Facebook and the MSN site, create buzz around the brand and make people understand that MSN is not a chat service anymore. They also wanted us to show that MSN is a brand that will surprise you!

The Challenge

Since we were targeting a broad audience, we needed to find a low threshold solution that didn’t ask to much of the user in terms of technology, but still offered a cool personalized experience and interactivity engaging enough to be shared on facebook.

The Solution

Making the user our hero and emphasizing the significance of the every little contribution of a user as something that could affect the news events of the future, we found the key to a good storytelling message: The Butterfly Effect – a connection to MSN news and a flirt with the MSN butterfly logo.

(Title scene)

We created a film experience where we put the user in a first person perspective. By the dynamic use of local MSN content and the users own Facebook data we were able to make the story seem as if it was about him or her.

(First person)

With the help of Oscar nominated director Patrik Eklund we created four alternate story paths as unexpected and somewhat bizarre chains of events originating in the initial choices made by the user. In the end the user could read and share baffling MSN articles about themselves.

(Screenshot of news)

The Team

This was a project made by North Kingdom. The film was shot in Palma de Mallorca with Palladium and a spanish film team, and assembled at North Kingdom headquarters in Skellefteå. Art director, tech director, ux director, designer, producer and me from North Kingdom. I worked on concept, script, copywriting, motion graphics and user experience.

(Pic de Mallorca)

Rob + Otto

Twitter controlled robots

Multiplo are physical computing ultra nerds. After a huge hit on Kickstarter they wanted to show their funders that they are important in shaping the brand. So we created an interactive robot treat to involve them.

Rob + Otto

Twitter controlled robots

Rob and Otto are the newly hired Customer Care Executives at Multiplo. They deliver feedback from users to the employees. Simply put: Rob is carrot, Otto is stick.

The client

Multiplo’s Kickstarter campaign was one of the most interesting and anticipated ones in the tech genre of 2012. They pledged for $15000, but received over $130000. The crowd loved their mission: to make robot tinkering open source and available for all.

Their idea is to sell robot kits and make all blueprints and code snippets open source and available for anyone.

After the Kickstarter campaign, Multiplo had a great need to reach out to their new customers and collect as much user feedback as possible.

The tactics

The guys at Multiplo are few and they only have a small marketing budget. However, they have superior tech and robots skills in-house, and most importantly, they have relationships with 700+ devoted funders and thousands of enthusiastic fans. We wanted to combine all these available resources into a concept that would keep creating buzz, show off the awesome capabilities of the product, and show the funders that Multiplo really depend on them.

The idea

Robot driven customer care.

The solution

In the main office in Shanghai, two Multiplo built robots are placed, which funders and twitter users can control remotely with tweets. When a user send feedback to @robandotto the sentiment of the tweet is analyzed. Rob handles positive feedback and Otto negative. The feedback is printed and passed to the correct robot, which delivers the praise (marshmallow blessing) or punishment (pingpong ball shoot out) to the staff. The users can follow this action in real-time and also receives a reply on twitter, with photo evidence and a thank you note.

 

Rob and Otto catches the core of our company.
It’s playful, without obstacles and extremely useful to our users. We really look forward to the launch!
- Rudolpho Cossovich, MD

 

The Team

This project was carried out by ‘Oddly Few’, our student agency during our final project at Hyper Island. Team members were Jörgen Sibbern (creative), Johan Olsson (creative), Mikael Westman (designer), Francisco Seiz de Freitas (designer),  Sebastian Otarola (developer), Anton Reimertz (developer), Nina Hindrikson (producer), Hanna Lilja (project manager) and me (creative).

Rob + Otto

Twitter controlled robots

Multiplo are physical computing ultra nerds. After a huge hit on Kickstarter they wanted to show their funders that they are important in shaping the brand. So we created an interactive robot treat to involve them.

Rob + Otto

Twitter controlled robots

Rob and Otto are the newly hired Customer Care Executives at Multiplo. They deliver feedback from users to the employees. Simply put: Rob is carrot, Otto is stick.

The client

Multiplo’s Kickstarter campaign was one of the most interesting and anticipated ones in the tech genre of 2012. They pledged for $15000, but received over $130000. The crowd loved their mission: to make robot tinkering open source and available for all.

Their idea is to sell robot kits and make all blueprints and code snippets open source and available for anyone.

After the Kickstarter campaign, Multiplo had a great need to reach out to their new customers and collect as much user feedback as possible.

The tactics

The guys at Multiplo are few and they only have a small marketing budget. However, they have superior tech and robots skills in-house, and most importantly, they have relationships with 700+ devoted funders and thousands of enthusiastic fans. We wanted to combine all these available resources into a concept that would keep creating buzz, show off the awesome capabilities of the product, and show the funders that Multiplo really depend on them.

The idea

Robot driven customer care.

The solution

In the main office in Shanghai, two Multiplo built robots are placed, which funders and twitter users can control remotely with tweets. When a user send feedback to @robandotto the sentiment of the tweet is analyzed. Rob handles positive feedback and Otto negative. The feedback is printed and passed to the correct robot, which delivers the praise (marshmallow blessing) or punishment (pingpong ball shoot out) to the staff. The users can follow this action in real-time and also receives a reply on twitter, with photo evidence and a thank you note.

 

Rob and Otto catches the core of our company.
It’s playful, without obstacles and extremely useful to our users. We really look forward to the launch!
- Rudolpho Cossovich, MD

 

The Team

This project was carried out by ‘Oddly Few’, our student agency during our final project at Hyper Island. Team members were Jörgen Sibbern (creative), Johan Olsson (creative), Mikael Westman (designer), Francisco Seiz de Freitas (designer),  Sebastian Otarola (developer), Anton Reimertz (developer), Nina Hindrikson (producer), Hanna Lilja (project manager) and me (creative).

Molnet

Digital service

The Culture Department of Blekinge wanted to make more ideas come to life, so we provided young creators with a place to show and tell, co-create and find funding and support for projects.

Molnet

Digital service

This is a placeholder.

Research

The county of Blekinge has a lot of money to distribute among young culture enthusiasts, but hardly anyone collects. There are a lot of creative people and potential applicants out there, but in our research we discovered that applying for this money was a tedious and outdated process. We also discovered that even tho a lot of young people spend hours daily creating, very few can relate to the word ‘culture’. This hinders them to go looking for assets and assistance in the right places.

“I don’t like culture, I’m a hardrocker!”

Idea

Our idea was to create a platform that connects people to whatever they may need to make ideas come to life, and turn the governmental processes into a collaborative, simple and engaging one.

Solution

Molnet (the cloud in swedish) is a web platform which pairs young creators with people, funding and assets. Users simply upload ideas and projects that they are working on and through a tag system they can find what they need. And also be found by people that want to contribute.

Interface inspired by '500 chrome experiments'

Interface inspired by ’500 chrome experiments’

We set out to create an extremely facilitating process, free from conventional culture norms. As easy as 1-2-3 was our guideline to build a useful, relevant service with a low threshold. The interface was made for users to reach their goals quickly and to leave as much room as possible for their generated content. The main element of the site, ‘the cloud’, was made of particles generated by the ideas in the community and was created to be interesting enough for visitors to explore them.

1. The user names and describes its idea

1. The user names and describes its idea

2. The user adds tags like kind, location, genre

2. The user adds tags such as kind, location, genre

3. The user gets hooked up to key assets

3. The user gets hooked up to key assets

The Team

This was one of three projects that were carried out by ‘Oddly Few’, our student agency during our final project at Hyper Island. Team members were Jörgen Sibbern (creative), Johan Olsson (creative), Mikael Westman (designer), Francisco Seiz de Freitas (designer),  Sebastian Otarola (developer), Anton Reimertz (developer), Nina Hindrikson (producer), Hanna Lilja(project manager) and me (creative).

Molnet

Digital service

The Culture Department of Blekinge wanted to make more ideas come to life, so we provided young creators with a place to show and tell, co-create and find funding and support for projects.

Molnet

Digital service

This is a placeholder.

Research

The county of Blekinge has a lot of money to distribute among young culture enthusiasts, but hardly anyone collects. There are a lot of creative people and potential applicants out there, but in our research we discovered that applying for this money was a tedious and outdated process. We also discovered that even tho a lot of young people spend hours daily creating, very few can relate to the word ‘culture’. This hinders them to go looking for assets and assistance in the right places.

“I don’t like culture, I’m a hardrocker!”

Idea

Our idea was to create a platform that connects people to whatever they may need to make ideas come to life, and turn the governmental processes into a collaborative, simple and engaging one.

Solution

Molnet (the cloud in swedish) is a web platform which pairs young creators with people, funding and assets. Users simply upload ideas and projects that they are working on and through a tag system they can find what they need. And also be found by people that want to contribute.

Interface inspired by '500 chrome experiments'

Interface inspired by ’500 chrome experiments’

We set out to create an extremely facilitating process, free from conventional culture norms. As easy as 1-2-3 was our guideline to build a useful, relevant service with a low threshold. The interface was made for users to reach their goals quickly and to leave as much room as possible for their generated content. The main element of the site, ‘the cloud’, was made of particles generated by the ideas in the community and was created to be interesting enough for visitors to explore them.

1. The user names and describes its idea

1. The user names and describes its idea

2. The user adds tags like kind, location, genre

2. The user adds tags such as kind, location, genre

3. The user gets hooked up to key assets

3. The user gets hooked up to key assets

The Team

This was one of three projects that were carried out by ‘Oddly Few’, our student agency during our final project at Hyper Island. Team members were Jörgen Sibbern (creative), Johan Olsson (creative), Mikael Westman (designer), Francisco Seiz de Freitas (designer),  Sebastian Otarola (developer), Anton Reimertz (developer), Nina Hindrikson (producer), Hanna Lilja(project manager) and me (creative).

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