I am

A happy and enthusiastic 26 year old who has studied IT and Interaction Design at Chalmers and GU. I just finished my master studies Read about what I did here. In December I started working at Combitech as an UX and Interaction Designer.



UX Design

Good design need to stay updated to improve the user experience. This could be implemented using methods like wire framing, prototyping or user testing to mention a few of hundreds design methods out there. Nnowing which method to use can feel impossible, but I believe as a designer, that we learn by doing. We need to train our eyes, and explore what works or not. That´s what I like about UX design, it constantly changes and you have to keep running to be in the race.

Web Programming

I recently got a new interest in web programming. So far I have not had time to do anything too much, I have experimented with meteor (see my portfolio) and bootstrap (this one and some old websites). Previously, I have knowledge of HTML, CSS, PHP, Javascript and have an interest in taking this forward if the opportunity arises.

Problem Solving

As an Interaction Designer I have a Human Center Design Perspetive, which basically means that I design around the humans instead of around a technical artefact. With a constant focus on my users needs (not only what they say, but also what they do or show) the solutions can be smoother resulting in making peoples lives easier and more enjoyble, and that is what i strive for as an interaction designer.

"Stay Hungry, Stay Foolish" - Steve Jobs

Wanna know more about me?

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Why deisgn is my

By combining technology with great, creative design my goal is to come up with the best solution for my costumer. With an open mind for new innovations as well as constantly improve existing user interfaces and experiences, I want to make it easier for the users to do what they want to do in the most feasible way..

My designs

I constantly update this section to showcast my latest projects, so please bare with me.

Last updated: 2015-10-12



Old Farmer Brown

is a strategy boardgame design that explores cooperative games.

The Story

Old Farmer Brown has a carrot patch that is very dear to him. He has some troubles with bunnies entering his farm and stealing them, which is why he has filled his land with deadly traps. He patrols the patch as well, guarding it with his rake and immediately killing any bunnies he sees. He also has help from his dog, Pickles, and the cat, Sir Meow, who sniff around the garden for bunnies. But the bunnies are brave and numerous. They care more about the survival of their family than about themselves, so they are not afraid to die for the good of the family.

This is a fun and sarcastic game that mixes excessive cuteness with brutal inspired by the comic Bunny Suicides.

Each player takes control of a group of rabbits, then tries to sneak into Old Farmer Brown’s carrot patch and bring a carrot back to his burrow. Old Farmer Brown wants to feed his family as well, so he has laid down traps all over his land. In order to win, ALL players must transport one carrot back to their rabbit burrow. This is not an easy task, so players will have to cooperate and sacrifice some of their rabbits in order to help the other players.

Design Methods

We have constantly iterated between brainstorming and paper prototyping for creating and testing ideas. A big part of the project has been doing research by looking at other board games, both for looking at specifically cooperative games, but also various games to look at how tutorials are designed. Finally we have playtested the game several times, both within the group but also with other people. This project was developed during the course Gameplay Design at Chalmers University of Technology 2014 by Catherine Hedler, Ida Hägglund, Jesper Lundgren and James Wellence.

Download the project report

Exterior Warning Signals for Silent Buses

Cooperation: Vovlo Buses

The drive of environmental improvement, locally as well as globally, has led to a development towards electrical vehicles. This is a master thesis from Volvo Buses and Chalmers University of Technology tied to the Gothenburg city project Electricity, which includes the new bus route 55 from Lindholmen to Johanneberg. The route was opened in June 2015 and its fleet consists of seven hybrid electric buses and three electric buses.

While the low noise levels exerted by the silent electric buses are beneficial to the local environment compared to the traditional internal combustion engine buses, issues concerning safety for vulnerable road users are raised.

Manufacturers of electric buses must assume the responsibility to develop both safe and environmentally friendly vehicles while considering future safety issues that may arise as a consequence of new technology. This thesis is an effort to meet this responsibility.

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Ninja & Mummy

An augmented reality project

The Ninja and The Mummy stands for an augmented process of taking decisions. Within this augmented reality data input from the real world allows us to change the reality. The different situations where the puppets will help the user vary and the result of a question can come from one individual defined puppet, both or randomly. Situations of interaction with the environment will also take place, based on people entering a certainty distance between themself and the puppets on the users shoulders.

The puppets was part of an experimental project course that set out to explore the human body's relation to technological and interaction design, expanding the scope of experience design to include full body experiences.


User interface for an seedling application

By: Johanna Glembo, Catherine Hedler Ida Haägglund & Nanna Naumann

This study investigates the possibility to facilitate home gardening work by using a digital tool for sorting information about plants, according to individually chosen criterias. Existing visualizations for plant information was used as a basis for designing an app for tablets that incorporates many different parameters such as months for planting and harvesting, planting depth for seeds, companion plants and repelling plants etc. Research in icon use and understanding as well as the importance of context was used as a basis for the design. The app also makes use of the GPS to find the user’s location, as well as a weather widget for calculating exposure to sun and water levels. A digital prototype of the application was created for user testing where satisfaction and efficiency were evaluated. Three test subjects were observed and interviewed when using the prototype. Overall, the concept and its functions were well received and the test subjects would consider using this app when planning their garden.

Three expert walkthroughs, where the test subjects were asked to try to plant tomato. Asked to give opinions about the three views shown on the right, and to decide if they would condsider using the app for gardening and/or information searching. This user study addressed if the design was effective as well as satisfactory, thereby, however shallow, covering two out of three of the concerns of the ISO-standard for usability (ISO 9241). The task of planting tomato proved rather easy for all subjects. Two out of three took the route we had intended, and the third found their way around. The design seems effective for this primary function. The start page was generally considered easily navigated and understood. The list of things to do could use some more affordances, since this raised a few questions whether the items on the list could be checked off or not. The weather widget might take up a little too much space — one of the subjects started thinking that this was the main feature of the app. The current day and date should perhaps also be better indicated since one subject didn’t know if it was a schedule or a forecast. The season indicator (the branch on the right side) was ap- preciated, and the slow changings of it were considered a nice touch. The icons on the top menu were easily understood by all subjects, and especially the “my garden” icon was well received. All in all, the subjects were positive towards the design and functions, and all said that they would consider using it if they were to plan a garden.

Start Page

The start page features a to do-list with links to the functions of other pages, as well as a weather widget that helps the user plan the coming days. The top menu includes four icons providing the user with the most used and needed functions. Growing in from the right side is a branch of willow that changes according to the time of the year, giving the user a seasonal context.

Search Page

This picture shows the search results as a list with both text and icons. The icons for the different plants are simple illustrations drawn with few lines. The icons are drawn with realistic colors, which makes easy to recognize and to distin- guish from each other. The red exclamation mark on the right side of the list is an indication of a bad plant combination. Similarly, the green heart indi- cates a favorable plant combination. Tap on an item in the list to view detailed information about the plant.

Info Page

The plant info page provides the user with all the important information about the different plants. It is divided into four parts; the title area shows the name and picture along with the most important information in the form of symbols, and the rest of the information is divided into three tabs depending on different user needs. The infographics in the lower half is developed in order to provide the user with a simple instruction on how to sow the seeds.

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The app: Butter IT!

An iOS Mobile App that supports collocated interaction

Butter it! was part of a mobile computer course I studied the fall of 2014. My responsibilities in this project was as a designer both in terms of visual design and interaction in the app. Which meant that I mainly worked in Photoshop and Illustrator, but even basic tasks in iOS programming in Objective- C and Swift.

Most apps for mobile devices are designed to be used in isolation. Even apps for communication, like chat or social networks, still isolate users from others who are physically present in the same room. We designed and programmed Butter It!, a multiplayer game for iOS that encourages people to interact with collocated individuals via their mobile phones. Players race to butter the most pieces of toast on their phones, while an iPad serves as the virtual stick of butter that players scoop. Players enjoyed the competition and would interact with each other in ways we had not imagined, like physically pushing each other to impede each other's progress, and future versions of this app would further encourage this type of local interaction.

Go to the published project report Download project report

The Volvo Avatar Concept

Cooperation: Volvo Cars

Human-centered design has for quite some time developed from being a hype in commercial companies to transform into more or less an integrated part of professional practices. However, one might think that HCD is a great solution for all design problems in all situations. Nothing could be more wrong. This is a project in a Human-Center Design course that both introduced me to the fantastic world of HCD as well as helped gain insights in when and when not HCD is applicable.

What I want to highlight through this project are some quick sketches I made during a brainstorming session. Through rapid sketching. our project group could agree on how the user experience of the given task would look like as well as convey the message of the concept.

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Smart Homes

Cooperation: PEAB

"Smart Homes" is an evolving interaction design area that involves automation, smart objects and the internet of things, in the context of architecture, urban design and interior design. As such, this design area is closely connected to social issues, sustainability, and aesthetics. This course promotes IT as a design material, where the concepts of smart things and ubiquitous computing are extended into architectural space. The ambition of this project course is to show that Interaction Design can play an important role in the innovation process, design work and implementation of new systems in this context.

The main partners for this project where Peab, Maverick by Sigma, Visual Arena, Interactive Institute, Spekel, Göteborg University, and the department of Architecture at Chalmers.

The concept "The Reciviator" is a luxurious time saver for food shopping and food handling, that has a social dimension and a sustainable embodiment. The prototype consists of both a real-size interface on a touch TV screen, and a scaled model showing a functioning elevator built using Lego Mindstorm NXT, going between floors and delivering packages in different directions - directly into the kitchen. This was displayed during a two-day long exhibition allowing us to get valuable feedback from visitors. We found out that once the initial concept was understood, people got really excited and started visualising different ways of adding features and value to our concept. We conclude that this is a field for further investigation, it would reduce time spent on grocery shopping, travelling and waiting, plus allowing existing services to be even better, since the deliveries are stored properly and safely. All the technology used in this project already exists. It is the combination that is novel, and perhaps a little bit ahead of its time.

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Startup Hack

Calendar merged with todo list

In May 2015 I took part in Gothenburg Startup Hack with an Interaction Design Team.

We came up with an idea of combining an to do list with a calendar to create a communicating calendar app that basically tells you what to do and when to do it. The aim of the app was to get things done by calculating your time and motivate you!

Visit Startup Hacks website Download case study

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