Kunderejse hos Oveo

This paper examines how Oveo is structured as a business, what obstacles they encounter and how their customer journey can be optimized. We conclude that Oveo should be aware of its structure due to overtime work and due to the fact that the international employees risk not feeling like a part of the community. We also suggest that Oveo establishes a channel, where leads and customers can evaluate the product. This will also give Oveo an insight into what their customer segment needs as well as feels during the customer journey, which could improve their product in the long term.

Mobileffekter og forstyrrende objekter

This paper concludes that the observed children can be distracted by objects in the classroom, both mobile devices and non-technological
objects. However, mobile devices have certain affordances that intentionally invite
the user to be distracted. Therefore, we conclude that it is effective for schools to
make rules and policies regarding the use of mobile devices. However, it can be
discussed whether we, as adults, can make these statements about the lives of
children, when we have an entirely different lifeworld perspective.

A FRIENDLY EYE IN THE SKY?

The paper concludes that the use of facial recognition as a surveillance tool is highly problematic, since it allows everyone to be a subject of suspicion. Furthermore, big tech-companies like Facebook and Apple are in a position to possess a huge amount of biometric data, whereby the user loses the ownership of their own personal data. As users we are willingly or without question giving these companies this data by using their technologies every day and by accepting opaque terms of condition.

Netflix’ CO2-udledning

This paper examines the streaming service Netflix and its emission of carbon dioxide. It examines the causes behind Netflix’ emission of carbon dioxide, and to what extent it happens, by looking at the inner workings of how data is transmitted from a data center to a personal device. The purpose of this project is to design a campaign, which can inform young people of the negative effects of streaming on Netflix in the hope that the knowledge will make them change their streaming habits. The iterative design process is used as well as different kinds of qualitative and quantitative methods.

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