This document contains Niraj Raj Bana's design portfolio showcasing several of his projects from 2013-2015. It includes brief descriptions of projects focused on research and design, participatory design, experience design, whole body interaction, business and service design, and brain computer interaction. Each project description is 1-2 paragraphs highlighting the goals, processes, and prototype outcomes. The portfolio also includes information about Niraj Raj Bana's education and experience.
Selection of projects that I worked with stakeholders to develop product or service design. Projects developed in internships with companies as Play DXTR, Fydico and Mini Booster.
This portfolio document summarizes the experience and skills of an interaction designer. It highlights experience in user-centered design, research and development fields. The portfolio contains tangible and interactive objects as well as graphic design, illustration and fine art skills. It provides examples of projects across various domains including service design, user interfaces, brainstorming tools, children's education and healthcare. The designer's role includes concept development, prototyping, user research, workshops and graphic design.
The document provides an overview of design philosophy and how design has become transformational in changing the world and people's experiences. Design is no longer just about aesthetics but can influence how people perceive and experience things. It discusses how spaces are designed to make users feel at home and how visual and spatial impacts can create emotional attachments to brands. Examples provided include exhibition design, store design, and identity design projects.
My portfolio of 8+ years of professional work as a graphic designer and works from MA program in New Media, at Aalto University School of Arts, Design and Architecture.
This document provides an overview of interaction design. It discusses how interaction design makes digital products usable by focusing on how people interact with technology tools. The document traces the history of interaction design from early technologies like the telegraph to modern devices. It also examines interaction design's interdisciplinary roots and how designers solve problems by finding alternatives and testing prototypes. The document emphasizes that interaction design is about more than fixing issues - it is about creating new products and experiences that improve people's lives.
UX, ethnography and possibilities: for Libraries, Museums and ArchivesNed Potter
1) The document discusses how the University of York Library has used various user experience (UX) techniques like ethnographic observation and interviews to better understand user needs and behaviors.
2) Some changes implemented based on UX findings include installing hot water taps, changing hours, and adding blankets - aimed at improving the small details of user experience.
3) The presentation encourages other libraries, archives and museums to try incorporating UX techniques like behavioral mapping and cognitive interviews to inform design changes that enhance services for users.
Sonal Gupta submitted a project report on the design of a library reference desk for higher secondary students. The report includes research on popular desk designs used in school libraries, sketches of potential shapes and forms, and material considerations. It also provides orthographic projections and detailed drawings of the proposed curved desk design. The design aims to provide a functional workspace for the librarian with separate areas for student passes, computer, printer, and circulation materials.
Selection of projects that I worked with stakeholders to develop product or service design. Projects developed in internships with companies as Play DXTR, Fydico and Mini Booster.
This portfolio document summarizes the experience and skills of an interaction designer. It highlights experience in user-centered design, research and development fields. The portfolio contains tangible and interactive objects as well as graphic design, illustration and fine art skills. It provides examples of projects across various domains including service design, user interfaces, brainstorming tools, children's education and healthcare. The designer's role includes concept development, prototyping, user research, workshops and graphic design.
The document provides an overview of design philosophy and how design has become transformational in changing the world and people's experiences. Design is no longer just about aesthetics but can influence how people perceive and experience things. It discusses how spaces are designed to make users feel at home and how visual and spatial impacts can create emotional attachments to brands. Examples provided include exhibition design, store design, and identity design projects.
My portfolio of 8+ years of professional work as a graphic designer and works from MA program in New Media, at Aalto University School of Arts, Design and Architecture.
This document provides an overview of interaction design. It discusses how interaction design makes digital products usable by focusing on how people interact with technology tools. The document traces the history of interaction design from early technologies like the telegraph to modern devices. It also examines interaction design's interdisciplinary roots and how designers solve problems by finding alternatives and testing prototypes. The document emphasizes that interaction design is about more than fixing issues - it is about creating new products and experiences that improve people's lives.
UX, ethnography and possibilities: for Libraries, Museums and ArchivesNed Potter
1) The document discusses how the University of York Library has used various user experience (UX) techniques like ethnographic observation and interviews to better understand user needs and behaviors.
2) Some changes implemented based on UX findings include installing hot water taps, changing hours, and adding blankets - aimed at improving the small details of user experience.
3) The presentation encourages other libraries, archives and museums to try incorporating UX techniques like behavioral mapping and cognitive interviews to inform design changes that enhance services for users.
Sonal Gupta submitted a project report on the design of a library reference desk for higher secondary students. The report includes research on popular desk designs used in school libraries, sketches of potential shapes and forms, and material considerations. It also provides orthographic projections and detailed drawings of the proposed curved desk design. The design aims to provide a functional workspace for the librarian with separate areas for student passes, computer, printer, and circulation materials.
This document provides a portfolio of work from 2013 that includes 10 design projects ranging from 2007 to 2011. It begins with an autobiographical section describing the author's background and education in product design. Projects include an eco-friendly dishwasher, electronic faucet, emotional mouse, scanner mouse, rotating trash can, butterfly-shaped clothespins, food waste recycling plant, and a chair inspired by aboriginal dance. The portfolio highlights the author's focus on integrating cultural influences into practical, user-centered designs.
How is life? Experiences from codesigning with people with dementiaNiels Hendriks
The seminar is organized by CODE (Center for research on codesign, coproduction and social innovation) at KADK. Three presenters will share their experiences from codesigning with people who have dementia. Rita Maldonado Branco will discuss her projects in Portugal developing more empathetic representations of dementia and tools to facilitate interaction for people with dementia and their families. Niels Hendriks will present on his participatory design research in Belgium engaging people with dementia as partners and the designs that resulted, including additions for a walker. Gudrun Risak and Andrea Otterstrøm Nørgaard will talk about their thesis project in Denmark exploring the daily lives and relationships of couples where one person has Alzheimer
Wireframes That Work: Designing (Rich Internet) Applicationsgoodfriday
Learn how Cynergy Systems uses "Look First Development" to create great RIA and Desktop applications. See how Cynergy uses rapid iterative prototyping to capture, refine, and elaborate requirements and then build beautiful, desirable software.
This document discusses Cindy Jian's environmental design thesis from fall 2012. It provides background on Cindy, including that she is 21 years old and has lived in Baltimore for 4 years while studying at MICA. The document discusses Cindy's interests in collaborative projects in Sao Tome, Africa and Copenhagen, Denmark. It also outlines Cindy's goal to develop a working process and methodology for community-inspired art and design projects. The document discusses Cindy's views on socially impactful design and democratic, collaborative design approaches.
Dev fest ile ife 2014-ux, material design and trendsTunde Ojediran
This document discusses user experience design and trends. It covers the fundamentals of UX including focusing on users and prioritizing speed. Popular UX techniques like personas, wireframing, and user testing are explained. Material Design is introduced as Google's visual design language using concepts like color palettes and animations. Current design trends involving layered interfaces, simple color schemes, and thumb-focused interactions are reviewed. Emerging UX trends towards always-connected devices, smart watches and homes, and setup guides replacing manuals are also examined.
Meta Products & Network Focused Design '12Booreiland
This document discusses the shift from product-focused design to network-focused design where products are part of interconnected systems and services. It introduces Network Focused Design (NFD) as a holistic approach that visualizes networks, sets a direction based on behaviors and contexts, and designs "meta products" as interactions between people, products, services and environments. NFD aims to create meaningful value exchanges within these networks and addresses challenges like utilizing ubiquitous data and requiring transdisciplinary collaboration. Examples are given of how NFD has been applied through workshops with various companies.
This document discusses authorship and control in generative design. It provides context on generative design as a method that uses algorithms or rules to create outputs. Control can come from variables within the system that users can manipulate. Interaction design has combined with generative design, involving users in the authorship process. The document examines how generative design can give audiences more control over the design, challenging the designer's sole authority. It references theorists like Roland Barthes who argued that meaning comes from an artwork's interpreters, not just its creator. The document also outlines the author's interest in understanding the relationship between designers and users, and how two exhibitions influenced their interest in generative and interactive design.
This presentation was presented at the NFD Jam in June 2012 and dives into the subject of Network Focused Design (NFD). It explains how design teams can make use of NFD while designing for the Internet of Things.
Iperdesign is a creative studio that offers branding services using a "sensorial branding" approach to engage audiences through multiple senses. It has offices in the US and Italy and employs 15 professionals including designers, developers, and creative directors. Iperdesign helps clients develop their brand identity, brand communications, and brand interactions across various mediums.
A product designer and a passionate change agent, I am a firm believer in the power of science, technology and art in addressing today’s complex socio-economic issues and market needs. With background in Mechanical Engineering as well in integrated product design (Engineering, design and Business) and with eight years of experience in the Energy and Transmission sector, I have been instrumental in promoting continuous innovation and have authored several patents
My Background in engineering and product design has developed in me astute observation skill, Design thinking and ability to look from end users point of view and made me more a doer than a mere thinker; it has equipped me with the knowledge and skill to realize an idea, whether it is solving technical challenges faced during my professional, academic life or developing solutions for societal problem as part of “Manthan” group & “Jagrati Yatra”.
UX Design refers to the term User Experience Design, while UI Design stands for User Interface Design. Both elements are crucial to a product and work closely together. But despite their professional relationship, the roles themselves are quite different, referring to very different parts of the process and the design discipline. Where UX Design is a more analytical and technical field, UI Design is closer to what we refer to as graphic design, though the responsibilities are somewhat more complex.
Interaction design focuses on defining the behavior of products to improve user experience. It examines how users interact with a system rather than just its visual appearance. Some key aspects of interaction design include conducting user research, prototyping interactive systems, and testing usability. The goal is to design intuitive interactions that allow users to efficiently achieve their goals.
Third Brain Studio specializes in user experience research for tech and healthcare. It conducts various types of qualitative research like interviews, focus groups, and observational studies to understand customer needs. Past clients include Intel, Providence Health, and Blue Cross Blue Shield. The company aims to transform clients' understanding of customers and help create compelling experiences through well-executed research.
This document summarizes a graduation project exploring the opportunity of the Philips Woodstove, a smokeless and fuel efficient cook stove, in rural China. Field research identified user needs and tested 12 stoves across two provinces. The findings informed the design of the Philips Bio stove, an electronically-controlled biomass stove with a smart interface to inform users and reduce fuel consumption. An implementation strategy was developed to increase adoption, including creating awareness of health and environmental issues and alternative payment options.
Jean-Baptiste De Clercq is seeking a design position and has experience in various industries including bags, accessories, mobile phones, furniture, and electronics. He sees design as a global expertise that focuses on creativity for the user while considering market and production knowledge. His experience includes positions as a product design manager at SQCC and PCH International where he linked design and production teams. He is fluent in French, English, and learning Chinese.
The document provides responses from various designers at Canonical about their work. A visual designer discusses working on the redesign of Juju, which they found exciting due to the complex challenges of visualizing how software connects and interacts. They emphasize collaboration as key to their creative process. Another designer discusses enjoying working with engineers due to having a technical background themselves.
This document provides information about a spring 2012 course on personal interaction design. It introduces the course team members and structure. The course will focus on mobile devices as the platform and interaction design through a studio format. Students will complete one design brief, have four design reviews, and assessments will be based on submissions for each review. Topics covered in the class will include design thinking, interaction design, and user experience.
The Principles and Laws of UX Design.pdfSophiaJasper
The document provides an overview of key principles and laws of user experience (UX) design. It discusses prominent UX design principles like the Gestalt principle, which describes how humans perceive objects. It also outlines important UX laws like Hick's law and Fitts's law. The document concludes by summarizing common UX design mistakes to avoid and highlighting trends for 2022, such as a focus on simplicity and experimenting with typography.
About Kazumi Terada
- Available for hire
- Born in Tokyo, Lived in Dallas, Lives in New York. US Citizen. Bilingual.
- Parsons School of Design, BFA in Architecture
- Work Experience: Panasonic, Shutterstock, Vibrant Media, Bertelsmann
- Building websites since the 90’s
- UX Design Immersive Certificate from General Assembly, May 2016
- Co-founder of a design firm and a non-profit
This document provides a portfolio of work from 2013 that includes 10 design projects ranging from 2007 to 2011. It begins with an autobiographical section describing the author's background and education in product design. Projects include an eco-friendly dishwasher, electronic faucet, emotional mouse, scanner mouse, rotating trash can, butterfly-shaped clothespins, food waste recycling plant, and a chair inspired by aboriginal dance. The portfolio highlights the author's focus on integrating cultural influences into practical, user-centered designs.
How is life? Experiences from codesigning with people with dementiaNiels Hendriks
The seminar is organized by CODE (Center for research on codesign, coproduction and social innovation) at KADK. Three presenters will share their experiences from codesigning with people who have dementia. Rita Maldonado Branco will discuss her projects in Portugal developing more empathetic representations of dementia and tools to facilitate interaction for people with dementia and their families. Niels Hendriks will present on his participatory design research in Belgium engaging people with dementia as partners and the designs that resulted, including additions for a walker. Gudrun Risak and Andrea Otterstrøm Nørgaard will talk about their thesis project in Denmark exploring the daily lives and relationships of couples where one person has Alzheimer
Wireframes That Work: Designing (Rich Internet) Applicationsgoodfriday
Learn how Cynergy Systems uses "Look First Development" to create great RIA and Desktop applications. See how Cynergy uses rapid iterative prototyping to capture, refine, and elaborate requirements and then build beautiful, desirable software.
This document discusses Cindy Jian's environmental design thesis from fall 2012. It provides background on Cindy, including that she is 21 years old and has lived in Baltimore for 4 years while studying at MICA. The document discusses Cindy's interests in collaborative projects in Sao Tome, Africa and Copenhagen, Denmark. It also outlines Cindy's goal to develop a working process and methodology for community-inspired art and design projects. The document discusses Cindy's views on socially impactful design and democratic, collaborative design approaches.
Dev fest ile ife 2014-ux, material design and trendsTunde Ojediran
This document discusses user experience design and trends. It covers the fundamentals of UX including focusing on users and prioritizing speed. Popular UX techniques like personas, wireframing, and user testing are explained. Material Design is introduced as Google's visual design language using concepts like color palettes and animations. Current design trends involving layered interfaces, simple color schemes, and thumb-focused interactions are reviewed. Emerging UX trends towards always-connected devices, smart watches and homes, and setup guides replacing manuals are also examined.
Meta Products & Network Focused Design '12Booreiland
This document discusses the shift from product-focused design to network-focused design where products are part of interconnected systems and services. It introduces Network Focused Design (NFD) as a holistic approach that visualizes networks, sets a direction based on behaviors and contexts, and designs "meta products" as interactions between people, products, services and environments. NFD aims to create meaningful value exchanges within these networks and addresses challenges like utilizing ubiquitous data and requiring transdisciplinary collaboration. Examples are given of how NFD has been applied through workshops with various companies.
This document discusses authorship and control in generative design. It provides context on generative design as a method that uses algorithms or rules to create outputs. Control can come from variables within the system that users can manipulate. Interaction design has combined with generative design, involving users in the authorship process. The document examines how generative design can give audiences more control over the design, challenging the designer's sole authority. It references theorists like Roland Barthes who argued that meaning comes from an artwork's interpreters, not just its creator. The document also outlines the author's interest in understanding the relationship between designers and users, and how two exhibitions influenced their interest in generative and interactive design.
This presentation was presented at the NFD Jam in June 2012 and dives into the subject of Network Focused Design (NFD). It explains how design teams can make use of NFD while designing for the Internet of Things.
Iperdesign is a creative studio that offers branding services using a "sensorial branding" approach to engage audiences through multiple senses. It has offices in the US and Italy and employs 15 professionals including designers, developers, and creative directors. Iperdesign helps clients develop their brand identity, brand communications, and brand interactions across various mediums.
A product designer and a passionate change agent, I am a firm believer in the power of science, technology and art in addressing today’s complex socio-economic issues and market needs. With background in Mechanical Engineering as well in integrated product design (Engineering, design and Business) and with eight years of experience in the Energy and Transmission sector, I have been instrumental in promoting continuous innovation and have authored several patents
My Background in engineering and product design has developed in me astute observation skill, Design thinking and ability to look from end users point of view and made me more a doer than a mere thinker; it has equipped me with the knowledge and skill to realize an idea, whether it is solving technical challenges faced during my professional, academic life or developing solutions for societal problem as part of “Manthan” group & “Jagrati Yatra”.
UX Design refers to the term User Experience Design, while UI Design stands for User Interface Design. Both elements are crucial to a product and work closely together. But despite their professional relationship, the roles themselves are quite different, referring to very different parts of the process and the design discipline. Where UX Design is a more analytical and technical field, UI Design is closer to what we refer to as graphic design, though the responsibilities are somewhat more complex.
Interaction design focuses on defining the behavior of products to improve user experience. It examines how users interact with a system rather than just its visual appearance. Some key aspects of interaction design include conducting user research, prototyping interactive systems, and testing usability. The goal is to design intuitive interactions that allow users to efficiently achieve their goals.
Third Brain Studio specializes in user experience research for tech and healthcare. It conducts various types of qualitative research like interviews, focus groups, and observational studies to understand customer needs. Past clients include Intel, Providence Health, and Blue Cross Blue Shield. The company aims to transform clients' understanding of customers and help create compelling experiences through well-executed research.
This document summarizes a graduation project exploring the opportunity of the Philips Woodstove, a smokeless and fuel efficient cook stove, in rural China. Field research identified user needs and tested 12 stoves across two provinces. The findings informed the design of the Philips Bio stove, an electronically-controlled biomass stove with a smart interface to inform users and reduce fuel consumption. An implementation strategy was developed to increase adoption, including creating awareness of health and environmental issues and alternative payment options.
Jean-Baptiste De Clercq is seeking a design position and has experience in various industries including bags, accessories, mobile phones, furniture, and electronics. He sees design as a global expertise that focuses on creativity for the user while considering market and production knowledge. His experience includes positions as a product design manager at SQCC and PCH International where he linked design and production teams. He is fluent in French, English, and learning Chinese.
The document provides responses from various designers at Canonical about their work. A visual designer discusses working on the redesign of Juju, which they found exciting due to the complex challenges of visualizing how software connects and interacts. They emphasize collaboration as key to their creative process. Another designer discusses enjoying working with engineers due to having a technical background themselves.
This document provides information about a spring 2012 course on personal interaction design. It introduces the course team members and structure. The course will focus on mobile devices as the platform and interaction design through a studio format. Students will complete one design brief, have four design reviews, and assessments will be based on submissions for each review. Topics covered in the class will include design thinking, interaction design, and user experience.
The Principles and Laws of UX Design.pdfSophiaJasper
The document provides an overview of key principles and laws of user experience (UX) design. It discusses prominent UX design principles like the Gestalt principle, which describes how humans perceive objects. It also outlines important UX laws like Hick's law and Fitts's law. The document concludes by summarizing common UX design mistakes to avoid and highlighting trends for 2022, such as a focus on simplicity and experimenting with typography.
About Kazumi Terada
- Available for hire
- Born in Tokyo, Lived in Dallas, Lives in New York. US Citizen. Bilingual.
- Parsons School of Design, BFA in Architecture
- Work Experience: Panasonic, Shutterstock, Vibrant Media, Bertelsmann
- Building websites since the 90’s
- UX Design Immersive Certificate from General Assembly, May 2016
- Co-founder of a design firm and a non-profit
The document summarizes notes from a TouchPoint2012 Symposium on interaction design. Theme One discusses the necessary future of interaction design and panels say know the limits of your intellectual leash, trust your intuition, and being curious as a designer involves trust-building with clients. Theme Two discusses the interaction design experience, with speakers from Adobe, frog, LVL Studio, Habanero, SAP, and Crispin Porter + Bogusky talking about topics like user experience optimization, contextual design, and evaluating interaction designers. Panels recommend focusing on strengths, versatility and creative spirit, using data to support ideas, and addressing how companies view failure.
Ana Amorim is an interaction designer and design strategist focused on creating meaningful, useful, and delightful experiences between people and technology. Over 2 years at IDEO she worked across industries as a designer, information architect, analyst, strategist, and project manager. She aims to build an understanding of global trends through diverse work. Her skills include concept development, storytelling, prototyping, and interface design.
The document summarizes the UX design process used at Andela. It begins with user research such as surveys and interviews to understand user needs and create user personas. Then user stories and flows are developed through collaborative brainstorming. Designs are created starting with sketches, wireframes and prototypes. Feedback is gathered through user testing and stakeholder alignment. The final designs are analyzed based on metrics after rollout. The document also outlines design tools like Sketch, Craft and Invision used and provides an example of Andela's collaborative brainstorming methodology.
At the start of this project we have been informed about our upcoming brief; which was to create a publication; could have been any sort of publication with any sort of media as long as it showed a publication, another thing we have been told we are in charge of what our publication is going to be about therefore we could have create any sort of article which we thought would be interesting.
Once the briefing was done, we got told to form a group no bigger than 4. I chose to work with Bank, Ryan and Saad as we all are good friends but also we have similar interest which I thought would come in handy.
Once we sorted our groups we have been told to research into design practice which interests us and we would like to work in.
Things is a design and innovation agency that focuses on creating hybrid digital and physical experiences for the Internet of Things. They work with organizations to design seamless customer experiences across multiple touchpoints and channels. Things also invents and evolves connected products that interface with innovative services and share information. Their design approach involves discovery, strategic research, invention workshops, and prototypes to identify opportunities and design innovative concepts.
Silent prototyping - going from analog to digital - Point BlankMerlien Institute
Presented by Dörte Töllner, Co-Founder and Managing Director
& Lorri Hofer, Director Consumer Research
at Market Research in the Mobile World Europe
8 - 11 October 2013, London, Europe
This event is proudly organised by Merlien Institute
Check out our upcoming events by visiting http://www.mrmw.net
Malini is a PhD student researching plant genomics who joined a research institute 6 years ago. While she has taken longer than usual to complete her PhD due to her tenacity and passion for her work, she is hopeful to finish this year or next. She feels constrained by insensitive university standards but knows she must persist. After graduating, she hopes to find stable employment as a scientist but her real passion is to be an entrepreneur. The problem presented is how to help Malini build appropriate connections for a successful career as an entrepreneur.
"L'espressione latina dramatis personae, tradotta alla lettera, significa maschere del dramma e quindi è usata per indicare i personaggi."
"In user-centered design and marketing, personas are fictional characters created to represent the different user types that might use a site, brand, or product in a similar way.
Personas are useful in considering the goals, desires, and limitations of brand buyers and users in order to help to guide decisions about a service, product or interaction space such as features, interactions, and visual design of a website. Personas may also be used as part of a user-centered design process for designing software and are also considered a part of interaction design (IxD), having been used in industrial design and more recently for online marketing purposes.
A user persona is a representation of the goals and behavior of a hypothesized group of users. In most cases, personas are synthesized from data collected from interviews with users. They are captured in 1–2 page descriptions that include behavior patterns, goals, skills, attitudes, and environment, with a few fictional personal details to make the persona a realistic character. For each product, more than one persona is usually created, but one persona should always be the primary focus for the design."
(Wikipedia)
Taina is an experienced designer who has worked on a variety of projects across many design disciplines including industrial design, concept design, branding, graphic design, and more. She has 10+ years of experience leading multidisciplinary design teams and managing projects from concept to production. Some of her past work includes designing a portable water carbonator, glassware, and developing brand identities. She is passionate about design and solving problems in creative ways.
Creating products for people: how user experience is creating products that a...Diego Mendes
This document discusses how connected software and the Internet of Things are shaping our future by discussing various examples of smart home devices, cars, and other connected objects. It then discusses how user experience design plays a key role in ensuring products are designed around human needs and experiences. The document outlines the user experience design process and some important interdisciplinary roles in UX design like user researchers, interaction designers, visual designers, content strategists, and information architects. It encourages the reader to get involved in shaping the future of connected products through user experience design.
Alex is a graphic and interaction designer from Greece studying in Malmo, Sweden. He has a passion for design that focuses on user needs and experience. He has worked as a creative director for an NGO and publishing companies. His skills include design programs like Photoshop and Illustrator as well as user experience design. Some of his projects include designing a mobile app and responsive website. In his free time, he enjoys sports, music production, and gaming.
Visual thinking for service design — CanUX November 2016Boon Yew Chew
The success of service design involves an organisation's ability to restructure itself towards the design and delivery of services in a meaningful, impactful way. Visual thinking provide a powerful means for diverse teams to work through complexity. This workshop introduces visual thinking as an approach to solve service design problems, involving methods like rapid visualisation, visual sensemaking, touchpoint sketching, rich pictures, and service posters.
Ronan Kenny is a creative innovator with over 20 years of experience in design across various scales and mediums. He currently works as Director of Interactive at Launchpad, focusing on user experience design. His portfolio showcases experience in UX design, architecture, graphic design, branding, and more. He is passionate about design that crosses digital and physical boundaries to enhance human experience.
This document discusses mindful design for digital wellbeing. It defines mindful design as designing digital products to consider the user's relationship with technology and facilitate a positive, healthy relationship. It emphasizes giving users choices to interact with information, designing space for contemplation, and finding meaningful metrics beyond excessive screen time. Examples provided include features from Pocket, Twitter, and Couchsurfing that aim to empower users and encourage mindfulness. The document stresses that mindful design is an important responsibility for all digital products and is not limited to reducing screen time alone.
Similar to portfolio-design-nirajrajbana-spread (20)
2. DESIGN PORTFOLIO -NIRAJ RAJ BANA 2016ABOUT ME
I am Niraj Raj Bana.
I am a recent IT Product Design Graduate from University of Southern
Denmark.
I value passion, open mindedness, empathy and Diverse environment.
Designing is making things happen. You get a topic, create an idea,
bring it to form and give it a life. It is important to
consider the identities outside the periphery.
Curiosity, I believe is the basics of creativity. In the meantime, there
comes empathy, aesthetics, functionality.
and simplicity
“Everything should be made as simple as possible, but not simpler.”
–Albert Einstein
NIRAJ RAJ BANA
I am Niraj
Designer
Interaction + UX + Graphic
Nepal
Husband/Father
MYSELF
nirajraj.bana@gmail.com
+45 53 37 57 75
https://dk.linkedin.com/in/nirajraj
https://twitter.com/banabhai
CONTACT
2014 - Now
1st Assistant
Døgn Netto, Dansksupermarked
Kastrupvej, Copenhagen
2011 - Now
Web Support
Scandinavianhelp Denmark
Ballerup, Copenhagen
EXPEREINCEEDUCATION
2013 - 2015
(M.Sc.) IT Product Design
University of Southern Denmark
Sønderborg/Kolding, Denmark
2010 - 2013
(B.Sc.) Web Development
Copenhagen Business Academy
Lyngby, Denmark
2006 - 2008
(A.P. Degree) Multimedia Design
Copenhagen Technical Academy (Now KEA)
Lygten, Copenhagen, Denmark
AcLANGUAGES
Nepali *******
(Native)
English ******
(Professional Working Proficiency)
Danish ****
(Limited Working Proficiency)
Newari *******
(Mother Tongue)
Hindi ******
(Professional Working Proficiency)
SKILLS
INTERESTS
Movies / Series
Photography
Internet
Travel
Music
OTHER BASIC SKILLS
HTML5, Cinema4D, Bootstrap, Brackets,
Puredata, GIMP, Inkscape, Research Design,
Lasercutting
Illustrator
Prototyping
Aftereffects
Wordpress
Premiere
Arduino
User experience
Photoshop
MS Office
Electronics
Final Cut Pro
Joomla
Interaction Design
InDesign
RESUME
3. DESIGN PORTFOLIO -NIRAJ RAJ BANA 2016
RESEARCH &
DESIGN
The Blackboard Bench
This project is about the relation between ‘use’ and ‘design’, and tries
to find out how these two components define an object. The object of
investigation is a street bench, as the street bench is publicly available and
shows to support communal and social activities of local relevance.Based
on a literature review on the role of street furniture, an analysis of the use
of street benches in movies, walk-by observations in three locations in
Copenhagen, and a review of interactive street furniture, the blackboard
street bench was designed.
This piece of street furniture consists of large sheets of plywood that were
painted with blackboard paint, and has a set of chalk pieces laying on
it. This allows people to sit on the bench, express themselves with the
bench, or wonder about the bench. These very different uses were studied
in three locations in Copenhagen that were characteristic to each of these
aspects: a busy street (highlighting the bench as an object to sit upon),
an urban graffiti area (highlighting the bench as an object for expression),
and a local park (highlighting the bench as an object to wonder about).
The studies with the bench showed that what defined the bench were de-
pending on location and the change in form of the product in the course
of time. The design and use of the bench differ from each other according
to practice over time.
RESEARCH & DESIGN - THE BLACKBOAED BENCH
#Design Research #Prototyping #Interaction Design #User testing
4. DESIGN PORTFOLIO -NIRAJ RAJ BANA 2016
PARTICIPATORY
DESIGN
Fall in The Elderlies
This project reflects on oncoming unsustainable situation regarding the
population of elderlies and the professionals available to take care of them.
The elderlies represent the significant part of the demography.
The risk of falling is bigger as the people grow older, that result in injuries.
Therefore the prevention of falls in the elderlies is of primary importance, the
prevention of falls is of primary importance because they generate consider-
able mortality, illness and suffering for older people and their families.
The aim of the project is to generate an innovative idea for preventing falls
in the elderly based on user studies and stakeholder involvement. This
project was completed in collaboration with Manuxa, a company focused to
develop user driven innovative products.
The end of this project proposed three different product suggestions. Out of
them pour emphasis was on the one that we named The Personal Physio-
therapist. It is a digital solution in the form of app that connects the elderly
and the physiotherapist, such that both the parties are in interconnected.
PARTICIPATORY DESIGN - FALLING IN THE ELDERLIES
#Participatory Innovation #Service Design #IDesign Research #CoDesign #Empathy
Design
5. DESIGN PORTFOLIO -NIRAJ RAJ BANA 2016
#User Experience Design #Prototyping #Interaction
Design #User testing
EXPERIENCE
DESIGN
The Nosy Wall
This project was about designing and develop-
ing the expressive behavior in an everyday used
object. This expressive behavior could be any-
thing related to interesting expression whenever
people come in contact to the objects.
Initially, the main idea was to build an interac-
tive door with expressive behavior. The project,
eventually, transformed into the development of
an expressive wall that is responsive to anyone
who comes near it.
The prototype consisted of a base build in wood,
eight rotatable wooden planks held in place
with custom made aluminum holders which was
connected to eight stepper motors, that rotated
the wooden planks. The motors were controlled
from an Arduino board also connected to a Mic-
rosoft Kinect, to track the motions of the people
passing by.
As the people on the outside of the wall would
pass by, the wooden planks would rotate to
reveal a peak of what was inside the room. If the
interest of the person outside was raised and she
would stop and take a look, the planks would
keep moving according to the body movement of
the person outside, making it hard to get a good
view of the inside.
EXPERIENCE DESIGN - THE NOSY WALL
6. DESIGN PORTFOLIO -NIRAJ RAJ BANA 2016
WHOLE BODY
INTERACTION
The Human Remote Control
The main intention of this project was to design something that is
capable to move in a 3 dimensional space and track the coordi-
nates of the area explored. Game Trak is a 3 dimensional posi-
tion-tracking device designed for home video gaming platform
like Play Station. This has two identical mechanisms (sensors) that
determine the coordinates of an associated element related to the
mechanism. This device was modified to match our necessities.
The controllers were programmed using PureData Language. Pure
data or Pd is an open source visual programming languages that
enables anyone with or without programming knowledge to create
a software graphically without writing any code. The communi-
cation between the PureData program and the controller was
created using programmed Arduino board.
WHOLE BODY INTERACTION - THE HUMAN REMOTE CONTROL
#User Experience Design #Prototyping #Interaction Design #User testing
#Electronics #Arduino #PureData
7. DESIGN PORTFOLIO -NIRAJ RAJ BANA 2016
BUSINESS &
SERVICE DESIGN
The Tangibles
This project introduced the tangibles for the design purposes.
The tangibles are used as medium for research other than the
final product. The project was performed in collaboration with the
Local café called Bar2Lin.
The challenges the company faces were generally how to attract
people to their restaurants. Café Alsion has a lot of regulars but
would welcome more people coming. The gourmet restaurant
was under construction, which is a challenge in itself. It seems like
it will do very well but unless the time has come it is uncertain.
We wanted to create a model that can make those connections to
different target groups visible to discuss how the relation to each
one is and perhaps and some groups that are not yet included or
properly addressed.
The model consists of a frame, two different types of pieces and
strings to connect them together. Additionally post-its can be
used for writing down the meaning of the different parts. It was
interesting to see the discussion about stakeholders, how they are
connected and how to reach out to new ones.
BUSINESS & SERVICE DESIGN - THE TANGIBLES
#Business Design #Service design #CoDesign #Prototyping #Tangible
Model
8. DESIGN PORTFOLIO -NIRAJ RAJ BANA 2016
BRAIN COMPUTER
INTERACTION
The ZenLoom
This project is a result of our desire to work with Neurosensors.
The ZenLoom Lamp was developed as a product for Brain com-
puter interaction. The product is controlled by Arduino board,
which is connected to the sensory device called Neurosky Mind-
wave Headset via Bluetooth. The lamp is made of a single piece
of wood that has been cut and fitted with a transparent piece of
acrylic where 16 LED lights are placed.
EEG (brain waves) signals are send from the NeuroSky Mind-
Wave headset to the Arduino and transformed into light in the
ZenLoom lamp. Red and yellow lights represents unfocused
brain activity and green and blue lights represent focused
brainwaves.
BRAIN COMPUTER INTERACTION - THE ZENLOOM
#Prototyping #Interaction Design #User testing #Electronics #Brain
Computer Interaction