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.

Algoritmer, Instagram og Mennesker

This project deals with the effects that Instagrams algorithms have on human behaviour in social settings, and on some users mental health. The project is based on theories about algorithms, social behaviour and health. Furthermore, it includes a study published by The Danish Health Authority in 2018. Since female users between the age of 16 and 24 have shown to be the most common users of Instagram, and the group with the highest percentage of mental health issues, they are this project’s main focus. The project includes four interviews with young women between 16 and 24 years of age.

Funktionelle og Æstetiske byrum

This project is based on a specific urban space, called Ragnhildgade-grunden. In this project we used a theoretical approach in relation to our first design solution to the urban space. Furthermore, we have used empirical data and interviews with local individuals to analyze and re-create our second design solution. A combination of the theoretical approach and data from our interviews will help us develop our final design solution. Our studies have shown that aesthetic properties and light technology has an impact on the individual perception of an aesthetic urban space.

Designprocess – Fuzzy to Final

Vi har under denne Workshop arbejdet meget med designproces og hvordan vi kommer frem til designideen. Vi lavede mange forskellige øvelser – eksempelvis startede vi alle, hver især, med at skrive vores egen ide ned på et blankt papir. Derefter sendte vi den videre til sidemanden, som der skulle fortsætte på ideen. Til sidst var det svært og blev meget mærkelige ideer, men her opstod grundlaget for vores ide faktisk.
Det var rigtig fedt at mærke, hvordan dét som virker mest langt ude, kan munde ud i et reelt problem og endda have en løsning.

Derfor har vi udviklet HIVE HOME.

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