24 | IMPULSE #3 – “Zu viel Konsum? Zu viele Menschen? – Die Erde am Limit“

Having watched the documentary “Zu viel Konsum? Zu viele Menschen? – Die Erde am Limit” by Arte, I felt a real sense of urgency about the issues it explored. The film dives into two powerful themes that are tightly intertwined: population growth and resource consumption. It shines a light on the challenging question of whether our planet can support its current trajectory of population growth and ever-increasing consumer demand. For those of us in the global north, this film is a wake-up call—a reminder of how deeply our lifestyles impact the environment and others across the globe. And as I watched, I realized just how closely this topic aligns with my own thesis project, which seeks to encourage climate-friendly actions in everyday life through gamification.

The documentary opened by tackling population growth, examining the differences between a couple in Italy and a large family in Ethiopia. This contrast was big: while in Sub-Saharan Africa, families are often large because children provide labor and support, in Italy, the birth rate has dwindled, with only 1.2 children per woman, one of Europe’s lowest rates. The film points out that while population growth in regions like Sub-Saharan Africa continues to soar, other parts of the world face their own problem: high resource consumption.

Ethiopia, for instance, currently has a population of 120 million people, projected to double in the next three decades. Here, lack of education and family planning often contribute to high birth rates. Many rural women, often married young, work up to 16 hours daily, and societal norms give men the say on family size. Meanwhile, limited education and health services mean fewer opportunities for family planning. The film shows the efforts of organizations like Menschen für Menschen, founded by Austrian Karlheinz Böhm, to integrate family planning into broader socio-economic initiatives. By improving access to healthcare, education, and clean water, they empower families to make informed decisions about their family size and overall well-being.

Projects like these illustrate that sustainable development doesn’t have to follow the path of overconsumption seen in wealthier countries. They are not only reducing immediate poverty but are also considering long-term sustainability. Watching these initiatives in action, I felt motivated to integrate similar ideas into my app, such as creating community-focused challenges or reward systems for local environmental contributions, like tree planting or waste reduction.

The documentary highlights that the global north is just as responsible for the current ecological strain as areas with high birth rates. The issue isn’t just about “too many people” but also “too much consumption.” Take the Italian couple in the documentary, who use more resources before breakfast than an Ethiopian family might use in an entire year. The wealthiest billion people worldwide consume 72% of global resources, whereas the poorest 1.2 billion consume just 1%.

Our way of life in the global north, with frequent air travel and a consumption-heavy lifestyle, is a significant factor in pushing the Earth to its limits. Climate compensation schemes – where travelers pay extra to offset emissions—are mentioned in the documentary as symbolic, even superficial solutions. They offer a “greenwashed” way to soothe our conscience without addressing the core problem: a mindset of consumption that treats Earth’s resources as endless.

One of my main reflections after watching this documentary was how crucial it is to inspire climate-friendly choices within our own lives. The app I want to develop shall be designed to encourage and reward people for making sustainable choices, from simple actions like reducing energy consumption to bigger ones like rethinking travel or food choices. By creating a system that rewards users for climate-conscious decisions, I hope to make sustainability feel achievable and engaging, not like a burden.

The documentary illustrated how infrastructure can support sustainable behaviors. For instance, Copenhagen has made biking the norm by implementing bike-friendly infrastructure and by making it easier for people to get around without cars. In the app, I envision features that will allow users to see the impact of their actions, whether it’s tracking how many resources they’ve saved or learning about the carbon reduction tied to their choices. Just like Copenhagen’s motivational billboards that display CO2 savings from public transport usage, this app shall help users stay aware of their positive impact.

As a final thought, the documentary emphasizes the gap between the climate goals of industrialized nations and their current actions. For example, the G20 countries are responsible for 75% of global emissions and, without more drastic changes, we’re still on track for more than a 2.5°C increase in global temperatures. While some progress has been made – such as the EU’s Green Deal aimed at making Europe climate-neutral by 2050 – the documentary makes it clear that much more needs to happen.

The documentary showed me why an app that encourages small, daily changes might be of essential value. By combining incentives and accessible resources, I hope my app can empower individuals to make a difference. The film’s message is urgent: it’s time to address overpopulation through smarter consumption and by fostering sustainable choices. And in the Global North, that means facing our consumption habits head-on and making changes that can lead to a more sustainable future.

Link to the movie: https://www.arte.tv/de/videos/115507-000-A/zu-viel-konsum-zu-viele-menschen/

More insights on population growth: https://ourworldindata.org/population-growth

Sustainability in Copenhagen: https://www.wonderfulcopenhagen.com/wonderful-copenhagen/international-press/sustainability-copenhagen

Menschen für Menschen in Ethiopia: https://www.menschenfuermenschen.at/

Impulse #4 // Customer Workshop and Development of an Interface for Industrial Roboter

Within my profession, I had the opportunity to participate in a customer workshop that focussed on the design of an interface for industrial robots. While I can’t share details about the project for confidentiality reasons, the experience itself was incredibly enlightening for me and my research topic and provided a unique, hands-on experience.

The workshop began with an in-depth discussion about the problem and the customer’s needs for their clients and their expectations. This was followed by development of personas, mapping of user journeys and brainstorming of initial concepts. These early stages of the process were essential for understanding the core requirements and user needs. As the day progressed, we developed and refined the ideas and came up with new insights that had not previously been considered. This process emphasised the importance of early cooperation between different teams as new solutions and directions emerged through discussion and collaboration.

As we progressed and as a follow-up for the workhops, we created user journeys, wireframes, and user interfaces, which were continuously refined through client feedback. This iterative approach allowed us to build a clearer picture of the design requirements and adapt to the project’s evolving needs.

For my research topic, this workshop was an invaluable experience, as it firstly highlighted the impact of external (and internal) influences on user interfaces – in that case in industrial environments. Factors such as poor lighting conditions, dust, and the use of gloves had a significant effect on how the touch interface should be designed. This sparked my interest in exploring how different (in that case environmental) factors influence the usability and design of interfaces, leading to my new initial idea for my master’s thesis topic: Internal and External Influences on User Interfaces and User Experience: Towards Holistic Understanding and Adaptive Design Strategies, which was later expanded to Adaptive and Context-Aware User Interfaces: Strategies for User-Centered Design and Optimizing User Experience in Response to Internal and External Influences.

Impulse #3 // UX Graz // Regularly Meetups orginized by Johannes Lehner

Attending UX Graz meetups has been an invaluable experience in expanding my understanding of user experience (UX) design and its real-world applications. These meetups have provided significant inspiration, new insights, and practical knowledge that I can integrate into my work. UX Graz is a community for UX professionals and anyone interested in UX, providing a platform for learning, networking, and sharing knowledge about the latest trends in UX design. The events feature a variety of talks and discussions, and I’ve had the opportunity to attend several sessions throughout 2023 and 2024, each offering unique insights into different areas of UX.

UX Graz – A Platform for Networking and Learning

UX Graz is an inclusive community for UX enthusiasts of all levels. It offers both local and online meetups, allowing people to connect, learn, and collaborate on UX-related topics. I’ve attended both in-person and online events, each providing distinct advantages. Online meetups offer the flexibility to join from anywhere, which is perfect when you don’t have the time to attend in person. However, attending in person allows for networking opportunities and deeper engagement, especially when the meetup is hosted by a company, offering a chance to interact with industry professionals in a real-world setting. Over the past year, I’ve participated in various events, including topics like Live UX Expert Reviews, Unlocking Synergy: DEV x UX, UX for AI, and From UX to Perfect UI in 5 Simple Steps etc.. Each event has been informative, engaging, and has inspired new directions for my research, particularly around how to build adaptive systems that consider the diverse needs of users.

Unlocking Synergy: DEV x UX

The first session I’d like to highlight is „Unlocking Synergy: DEV x UX“, which addressed the often challenging but highly rewarding relationship between UX designers and developers. This talk focused on the miscommunication and silos that commonly arise between these two fields, hindering collaboration. However, it also explored the great potential for innovation when these two disciplines align their efforts. The speaker, Tobias Lubrano and Johannes Lehner, provided practical strategies for bridging the gap between UX designers and developers, emphasizing the importance of understanding each other’s roles and goals. This session resonated with me, as it aligns with my research on how to foster collaboration and create adaptable systems that work seamlessly across different disciplines. This collaboration can elevate user experience and efficiency, which is crucial for building successful adaptive systems.

UX for AI

Another event that piqued my interest was “UX for AI”, where the topic revolved around designing user experiences for artificial intelligence systems. As AI continues to be integrated into more products and services, designing for AI interfaces presents unique challenges, particularly in ensuring that AI systems remain user-friendly and accessible. This session provided valuable insights into AI-driven design and how to make AI interactions more intuitive for users. Understanding how to design these interfaces, keeping users in mind while maintaining the functionality of AI, has become a critical part of my research, especially as I explore how adaptive systems can integrate AI without compromising user experience or accessibility.

From UX to Perfect UI in 5 Simple Steps

Lastly, within the event “From UX to Perfect UI in 5 Simple Steps”, where Urszula, a UI Designer at Parkside, walked us through the process of transforming wireframes into a visually appealing and functional user interface. She covered important topics like design systems, color theory, typography, and UI components, all of which are fundamental to creating a coherent, accessible UI. This event deepened my understanding of how crucial visual design elements are in improving user experience and accessibility. It also showed me how to efficiently transition from UX research and wireframes to a polished UI design, while maintaining consistency and usability across different platforms. This experience directly informs my work on creating adaptive systems that not only function well but are also aesthetically appealing and user-friendly.

Networking and Learning

One of the most valuable aspects of attending these UX Graz meetups is the networking opportunities. Each event encourages open discussions and Q&A sessions, where attendees can ask questions, share their challenges, and receive feedback from experts and fellow participants. The chance to meet like-minded individuals and industry professionals in a more informal setting is incredibly beneficial. The events are also a great way to learn about new tools, methods, and trends in UX, which I can apply to my own research.

Conclusion

The UX Graz meetups have been an invaluable source of inspiration, offering new perspectives that are directly applicable not only to my research but also to my profession. The discussions on collaboration between UX and development, designing for AI, and creating intuitive UI designs have enriched my understanding of how to design systems that are both functional and inclusive. These meetups have reinforced the importance of user-centered design, ensuring that the systems I develop are accessible, adaptable, and truly meet the needs of all users. I will continue attending these meetups to stay informed, exchange knowledge, and gain fresh insights that will help shape my research and expand my professional network in the UX field. Networking, sharing knowledge, and staying current with the latest trends are crucial, and these events provide an ideal platform for all of these.

Links

https://www.meetup.com/de-DE/uxgraz
https://www.linkedin.com/company/uxgraz
https://www.linkedin.com/in/jbeargraphics/

IMPULSE #1: Mari-Ell Mets on Accessibility

In the beginning of our third semester, we as Interaction Design students once again had the privilege to attend the main conference of the World Usability Congress 2024, held on October 16th and 17th at the Stadthalle Graz. This event provided us with an excellent opportunity to deepen our understanding of usability and accessibility, as well as to draw inspiration from industry experts. The two days were packed with enlightening keynotes and interactive workshops, covering a wide range of topics central to the field of user experience design.

For my part, I primarily chose to attend sessions focused on accessibility, a subject that has always held particular significance to me. Among the various presentations, one talk stood out the most: „Websites and Apps for Everybody“ by Mari-Ell Mets, the Head of Accessibility at Trinidad Wiseman. Mets’ speech left a profound impression on me due to its relevance, practical insights, and passionate advocacy for inclusion in digital design.

Key insights from Mari-Ell Mets‘ talk

Mets began her presentation by emphasizing that accessibility is a cornerstone of high-quality web design. She supported her point with a striking statistic: every fourth European is classified as a person with special needs. This highlights the sheer scale of users who face disadvantages when websites and apps fail to meet accessibility standards. Mets further outlined key European regulations governing digital accessibility, including:

  • EU Directive 2016/2102 on the accessibility of websites and mobile applications of public sector bodies,
  • EU Directive 2019/882 on accessibility requirements for products and services, and
  • EN 301 549, the European standard on accessibility requirements for ICT products and services.

These legal frameworks underline the necessity for designers and developers to prioritize accessibility. However, it was Mets’ practical advice that truly resonated with me. She shared 10 accessibility rules that, when applied, can resolve 80% of common usability issues in websites and apps. The simplicity and effectiveness of these rules made them particularly impactful.

Applying accessibility principles to my prototype

Mets‘ accessibility guidelines felt directly applicable to my ongoing project, which I developed as part of the Design & Research module at FH JOANNEUM. Over the last two semesters, I have been working on a mobile app concept aimed at assisting untrained first aiders in public spaces. The app provides step-by-step instructions on how to secure and help a person experiencing an epileptic seizure. Given that first aiders can be anyone in a public area, my app must cater to a diverse user base, including those with special needs. Mets‘ principles offered a concrete framework to refine my design.

No moving content

One of Mets‘ rules highlights the importance of avoiding autoplaying content, such as sounds, animations, or videos. If moving content is used, it should serve a clear purpose, and users must be able to pause it.

For my app, this means ensuring that emergency steps and instructions are presented clearly and with minimal motion. Movement can serve as a helpful explanatory tool, such as an animation showing the recovery position, but it should not overwhelm users or cause distractions. To address this, I plan to: Justify the use of movement in each case to ensure it enhances comprehension. Keep animations subtle and purposeful to reduce cognitive load, especially for sensitive users. Include an easily accessible pause button for any moving content.

Contrasted color

Color contrast plays a pivotal role in ensuring text readability and emphasizing interactive elements. Mets warned against placing text on images, as this can reduce contrast and make text difficult to read. She recommended using contrast-checking tools to ensure compliance with accessibility standards.

As my prototype progresses to a high-fidelity design, I will focus on selecting appropriate color schemes that enhance usability. Given the app’s life-saving nature, its design must remain minimalistic and user-friendly. High-contrast color combinations will ensure that all users, including those with visual impairments, can easily read text and identify critical elements like buttons and icons.

Clear error messages

Error messages are another critical aspect of accessibility. Mets stressed that they should be specific, clearly indicating what went wrong and offering solutions. For example, errors should have precise labels, point to the problematic area, and be compatible with screen readers.

In my app, this principle will guide the design of features like the medical ID form and emergency call options. If an error occurs—such as a failure to submit an emergency form—the user should receive an immediate and clear explanation with steps to resolve the issue. Additionally, I plan to implement screen-reader compatibility for error notifications, ensuring that users with disabilities are adequately informed.

Broader implications for design

Mets’ talk served as a timely reminder that accessibility is not a niche concern but a universal requirement. It goes beyond catering to individuals with disabilities and improves the overall user experience for everyone. Features like clear navigation, sufficient contrast, and error notifications benefit all users, regardless of their abilities.

Reflecting on her presentation, I was reminded that accessibility isn’t just about meeting regulations—it’s about embracing an inclusive mindset. By ensuring that websites and apps are accessible, designers actively contribute to breaking down barriers and creating a more equitable digital landscape.

Conclusion

Attending the World Usability Congress 2024 was an inspiring and educational experience, particularly Mari-Ell Mets’ session on accessibility. Her practical advice directly applies to my work, offering valuable insights to improve my app prototype. By implementing Mets’ accessibility rules, I can ensure that my app is not only functional but also inclusive and user-centered.

In a world where digital experiences are increasingly integral to our daily lives, designing for accessibility is no longer optional—it is essential. Mets’ presentation reaffirmed my commitment to creating designs that are not only innovative but also meaningful and inclusive. This learning experience will undoubtedly have a lasting impact on my approach to design.

Resources

World Usability Congress. „Agenda 2024.“ Accessed November 5, 2024. https://worldusabilitycongress.com/agenda-2024/?agenda=83CALT.

European Union. Directive (EU) 2016/2102 of the European Parliament and of the Council of 26 October 2016 on the Accessibility of the Websites and Mobile Applications of Public Sector Bodies. Accessed November 5, 2024. https://eur-lex.europa.eu/eli/dir/2016/2102/oj.

European Union. Directive (EU) 2019/882 of the European Parliament and of the Council of 17 April 2019 on the Accessibility Requirements for Products and Services. Accessed November 5, 2024. https://eur-lex.europa.eu/eli/dir/2019/882/oj.

23 | IMPULSE #2 – Clothing Swap

I’ve already attended a few clothing swaps so far, and every time I go, I’m reminded why they’re a great way to refresh my wardrobe sustainably. Today’s swap at Forum Stadtpark in Graz was no exception.
For anyone who hasn’t been to a swap before, it’s a bit like treasure hunting. You bring clothes you’re ready to part with, and in return, you can take something „new-to-you“ home, all without spending a cent. It’s a refreshing change from the shopping experience we’re used to, combining sustainability, creativity, and a good dose of community spirit.
This swap had all the usual excitement: people sorting through racks, helping friends to find pieces, and sharing stories about the items they were parting with. It’s a way to consume less, reduce waste, and still have fun with style.
Events like these show that, beyond the ecological benefits, clothing swaps are also about building community around a shared love of sustainable living and oftentimes there are even some foods and drinks provided.

One reason I keep coming back to these swaps is how effortlessly they support sustainable fashion. It shows that swaps are the best answer to the problem of fast fashion. By choosing to swap, you’re extending the life of clothes and reducing the need to produce new items.
It’s so easy to forget that every shirt, skirt, and pair of jeans has a footprint, from water consumption to emissions.
Even small acts like these can make a difference, especially when it means we’re keeping clothes in circulation and reducing the constant demand for “new.”
Swaps make sustainable fashion accessible and fun. They’re usually free, which removes the cost barrier of eco-friendly fashion for a lot of people.
Even though sometimes, making sustainable fashion choices can feel like an uphill battle, especially when fast fashion dominates, experiences like clothing swaps show that sustainable choices don’t have to be restrictive or expensive. If anything, they expand our options and offer a fresh take on fashion. In a world where fast fashion dictates what’s in style every season, swaps offer a refreshing mix of options from every trend, style, and decade. I left a lot of swaps with unique pieces that I never would have found in a fast fashion store.

One of my main focuses for my master’s thesis is finding ways to gamify sustainable choices, especially through everyday actions like clothing swaps. They are a natural fit for this idea because they’re low-effort but high-impact. In my project, I imagine an app that rewards users for sustainable actions like attending a swap or donating unused items.
This app would go beyond typical reward systems by incorporating points, badges, and other incentives each time someone makes an eco-conscious choice, such as going to a swap. Imagine you attend a clothing swap, and afterward, you get points or achievements added to your profile. These could eventually translate to tangible rewards or even unlock perks in local eco-friendly stores. For instance, 50 points might earn you a discount at a sustainable boutique, or you might receive invites to exclusive events or workshops on sustainable fashion.
One feature I think could be especially helpful is a map that shows upcoming swaps, thrift stores, and sustainable events nearby, so people could plan their wardrobe refreshes and eco-conscious shopping trips in advance. These points could also motivate people to start swapping regularly or even organize swaps in their communities.

Aside from in-person swaps, other platforms make it easier than ever to shop sustainably. One of my favorite online options is Vinted, where you can buy and sell secondhand clothes for affordable prices. Vinted’s marketplace is filled with a huge range of styles and brands, often available for a fraction of the retail price. Apps like Vinted are a great supplement to clothing swaps because they make it easy to extend the life of your clothes.

There’s also the option to browse through local thrift stores, which offers a similar thrill to attending a swap – you never know what you’ll find, and each piece feels more personal.
In Graz there are for example the Carla-Shops or Humana-Stores, but from time to time there are also very big Vino Kilo Sales, where you pay per kg clothes you want to take home, the next one in Graz will take place on 16th and 17th of November.

Stores and platforms like these also support sustainable fashion habits, and I’d love to include options like Vinted in my thesis project as another way to earn points for sustainable choices.

Events like today’s swap reinforce my belief that sustainable choices can be fun, accessible, and impactful. While fast fashion continues to dominate, small actions like choosing swaps can lead to bigger change. By integrating swaps into my project, I hope to make sustainable fashion more visible and encourage more people to make eco-conscious choices. And as these choices will become rewarding, there might be more people opting for sustainable options simply because it feels good, both personally and planet-wise.

Next Vino Kilo Sale in Graz: https://www.eventbrite.at/e/bethrifty-vintage-kilo-sale-graz-16-17-november-tickets-1036671060047?aff=ebdssbdestsearch&keep_tld=1
Vinted: https://www.vinted.at/
Carla Stores: https://www.caritas-steiermark.at/carla?gad_source=1&gclid=Cj0KCQjwm5e5BhCWARIsANwm06hjRVQ9Nka6YkVOj_7Eoph2YkXZ0amtt9Qu4PzqMmZwos7zzKGAS6EaAoInEALw_wcB

#21 | Designing User Experience in eHealth Applications for Young-Age Epilepsy

The present master’s thesis „Designing User Experience in eHealth Applications for Young- Age Epilepsy“, submitted by Pietro Lentini at the Politecnico di Milano in the study year 2021/2022, deals with the needs and pain points of parents with children with epilepsy. Furthermore, the mobile application MirrorHR for epilepsy self-management was studied and the function for a new remote monitoring scenario was designed using a prototype.

The author formulated the following research questions: Why do parents of children with epilepsy use a self-management app for epilepsy? Which are their needs? Which are their pain points? How is the usability of MirrorHR? Are there aspects to improve? Considering the seizure detection feature in MirrorHR, are there new remote monitoring scenarios for children that the users would be interested in?

Level of design

The present work focuses primarily on background research using semi-structured qualitative interviews and a post-interview anonymous questionnaire. Nevertheless, the results of this study led to a practical prototype that was subsequently evaluated.

The work can be divided into the following five phases. It starts with the analysis of relevant literature, design principles and frameworks, case studies and the state of the art at that time. Second, the author investigated user needs and scenarios by conducting a user study on the MirrorHR application. It continues with the actual development of a prototype for a specific remote monitoring scenario. This is followed by a user evaluation of the study results and the prototype, and finally leads into a discussion section.

Degree of innovation

As the author notes, the existing MirrorHR app faces several challenges due to the fact that it is still a work in progress. One major challenge is the monitoring feature, which at the time only supported a short-range connection between a wearable and a smartphone. However, no usability study or user needs analysis was carried out.

It is stated that not only this app, but epilepsy self-management applications in general can benefit from the insights into user needs and pain points provided by this work. The examined scenario could be helpful for other mHealth applications focusing on children.

Independence

In addition to the literature review in the first part, the author attempted to verify his goals by applying relevant methods in the user study as well as in the design and evaluation of a prototype. This shows a high degree of independent work.

Outline and structure

The contents seem well structured and transparently organized, making it easy to navigate to specific parts of the chapters. Interestingly, the table of contents begins with a list of all figures, tables, abbreviations, and acronyms; followed by the chapters; and ends with the comprehensive appendices of interviews, questionnaires, findings, and prototype.

The chapters of this thesis show the following intended purposes: The relevant literature to get the context of the thesis, design frameworks and principles that have been used, reviewed case studies and the state of the art are shown in Chapter 2. It is followed by the methodological choices and how they have been applied in Chapter 3. Chapter 4 summarizes the results and analyses, leading to a discussion of the contributions and limitations of the studies in Chapter 5. The work concludes with a summary of all conclusions in Chapter 6.

As this research has been carried out at an Italian university, some of the fundamental parts of the study are only available in Italian. However, the entire written thesis is available in English.

Degree of communication

Although the topic of the thesis is mainly scientific, the author manages to write in a low- threshold and easy-to-understand language instead of complicating the readability with super-scientific language. Thorough definitions and background knowledge are provided in various subject areas to ensure that non-experts can follow the scientific explanations. All abbreviations and acronyms are listed in the Table of Contents, and transparency is provided

through attached interview transcripts and email communications. A discussion chapter shows the difficult circumstances and limitations under which this work had to be developed.

Scope of the work

The objectives of this thesis lies in understanding the motives of parents of children with epilepsy to choose self-management apps for epilepsy. This was done by examining user needs and pain points. Furthermore, the usability of the MirrorHR app, which is supported by the FightTheStroke Foundation, was evaluated and a specific monitoring scenario for this application was investigated.

Orthography and accuracy

There are no spelling or grammatical errors that might indicate careful proofreading. Specific terms are used correctly and are defined. The presentation of information is shown in correct citations and a structured list of sources, in accordance with academic standards. Methodology is adequately explained and documented at the end.

Literature

The present list of references appears to be well researched in a wide variety of scientific and industry media. This diversity includes official ISO definitions, specialized books and journals, reviews, web addresses, guidelines and scientific articles. The subject areas vary between medicine, healthcare, human-computer interaction, user-centered design, technology and behavioral sciences.

Conclusion

Taking into account the previous paragraphs, it can be stated that this master’s thesis makes a meaningful contribution to a very specialized field of application. It shows a high level of independent work to investigate the needs and concerns of parents with children with epilepsy and focuses on the evaluation and improvement of the MirrorHR application. Outline and structure are well organized and comprehensible. The written text is easy to understand and well thought out. Citations and references are in accordance with the appropriate scientific standard, and the appendices show great transparency. Finally, the author discusses the limitations of the studies, the implications of the Covid-19 pandemic and provides an outlook for future research.

Resources

Pietro Lentini. Designing User Experience in eHealth Applications for Young-Age Epilepsy. Retrieved October 29, 2024, from https://www.politesi.polimi.it/retrieve/8610722f-1401-487e-8fae-aee491ea275f/2022_12_Lentini_01.pdf

Interactive Design Thinking Portfolio: A tool for User Experience Designers

Title: Interactive Design Thinking Portfolio: A Tool for User Experience Designers
Author: Behnaz Norouzi
Publication Year: 2017
Institution: Lappeenranta University of Technology
Study Program: Computer Science (Software Engineering)

When I came across this thesis, I was interested to it because of my own interest in creating a tool for UX designers based on the Double Diamond framework. I’m currently exploring how to develop a tool that can provide designers with structured guidance, while also highlighting the importance of different design steps to stakeholders. Norouzi’s work aligned with these goals, providing a solid foundation to evaluate for inspiration and improvement.

Level of Design

The thesis generally includes clear and functional designs for the different design methods within the design thinking process. The graphics are consistent and illustrate the methods effectively, though they could have been more refined or creatively presented for better visual appeal. The Interactive Design Thinking Portfolio prototype itself (https://d2wlbq.axshare.com/home.html) felt quite basic and could benefit from a more intuitive and visually attractive layout. I think there are better designed UX tools online.

Degree of Innovation

The concept of an integrated tool for UX designers is quite innovative, as far as I know. But to fully evaluate this, I need to dig deeper into research for my own project. I would say that her theoretical foundation is strong, but the prototype’s execution lacked uniqueness – as already said. A more modern, user-friendly interface, or features allowing further interactivity, could enhance its innovative appeal. While the tool idea is solid, the implementation doesn’t yet feel like a groundbreaking resource for UX professionals.

Independence

I would say that a certain level of independence is given by developing and designing this UX tool. The approach and idea shows initiative and dedication. I like it, that her approach shows both literature and personal insights. Although the tool itself was not as polished as it could be the process reflects her ability to research and apply design thinking principles.

Outline and Structure

The structure of the thesis is logical and easy to follow, I would say. It begins with an introduction to design thinking, then covers the design thinking process and a lot of different design thinking methods. And after that she continues with her interactive design thinking portfolio. There is also a nice and understandable overview of the structure of the thesis in the beginning, which also helps a lot to find your way through it. In total it’s maybe a bit too much about each design method, without real and deeper meaning outcome behind it.

Degree of Communication

I would say that the ideas and the design thinking process as well as the methods are communicated well. With clear language and examples. The descriptions of each method are detailed and seem tailored to help designers understand the potential applications.

Scope of the Work

The scope covers a broad array of design thinking methods, which is very nice and ambitious for the master’s thesis. As far as I have seen there are more then 25 methods explained methods within the different design phases. It shows an solid, structured approach for UX designers. On the other hand a maybe narrowed focus on a smaller selection of methods could have allowed deeper exploration and refinement. Nonetheless, the thesis provides a comprehensive toolkit that might be useful for structuring my own ideas on this topic. I have to think about it again, if I really want to cover this full range of methods – or if I maybe want to focus on fewer steps in particular. I am still working on my final topic for my master thesis.

Orthography and Accuracy

The thesis appears well-written. I couldn’t read the whole thesis, so I don’t really know about errors. I would say that technical terms are used appropriately, enhancing the academic credibility of the work. However, some sections could maybe benefit from clearer explanations for non-experts. I also couldn’t find a glossar, but at least a list of abbreviations in the beginning of the thesis.

Literature

The thesis includes an extensive range of literature, spanning both foundational design thinking sources and recent studies. This variety strengthens the theoretical framework and aligns well with the practical objectives.

Conclusion

Overall the thesis offers a valuable reference point for anyone interested in UX design and design thinking tools. The Interactive Design Thinking Portfolio could help UX designers organize and prioritize design stages – if it was made a bit better – providing a starting point for my own ideas on creating a Double Diamond based tool. Although improvements could be made in design execution and user interface, as well as in the general theoretical outcome – the concept is innovative, and her structured approach could help me if I stay with my topic

Sources

https://lutpub.lut.fi/bitstream/handle/10024/135197/Master%27s%20Thesis-NorouziBehnaz.pdf
https://d2wlbq.axshare.com/home.html

Evaluation of a Master Thesis

Title: Enhancing Educational Experience: A Digital Approach to Visual Education Tool for Children with ASD (Autism Spectrum Disorder)
Author: Gladys Theresia Suryana
University: Aalto University School of Arts, Design and Architecture
Master’s Degree Course: International Design Business Management – Arts Department of Design

In this blog post, I have decided to evaluate a master thesis by Gladys Theresia Suryana called „Enhancing Educational Experience: A Digital Approach to Visual Education Tool for Children with ASD (Autism Spectrum Disorder)“. I decided on this thesis because it seemed relevant to my current research topic, therefore I studied it according to given criteria.

Level of design

This thesis has a very user-centered approach. By collaborating with educational institutions and involving caregivers and therapists, the work demonstrates a careful design process that takes into account the unique needs of ASD students, demonstrating a high level of empathy and understanding of the design context.

Degree of innovation

The work shows a high degree of innovation, especially in the integration of co-design methods to create a visual educational tool for children with ASD. Even though the application of digital tools in education is not new, the focus on creating visual tools specifically for children with ASD and using a feedback system makes this approach really interesting.

Independence

Suryana did extensive research for this thesis with minimal relying on assistance from others. This independent approach shows a high level of initiative in solving the problem.

Outline of structure

The structure of the paper is well organized, it logically moves from the literature review and research of ASD challenges to the development and application.

Degree of communication

Communication in the paper is clear and precise, especially considering the complex topic about ASD and visual educational tools. The work includes interviews and case studies, demonstrating Suryana’s ability present information in an engaging and accessible way.

Scope of the work

The scope of work is appropriate for a master’s thesis, including a literature review on autism, current state of education, and specific requirements for visual tools.

Orthography and accuracy

The spelling and accuracy of the work seem very precise, with terminology that is accurately used in the context of educational techniques and design methodology for ASD, which contributes to credibility.

Literature

The paper includes a wide range of literature, with references covering ASD, design thinking, educational tools and co-design processes. This approach shows an understanding of interdisciplinary sources, which is critical in addressing inclusive design.

Evaluation of a Master’s thesis

Author: Qian Ye
Title: Natural Interface in Mixed-Reality
Publiaction Year: 2020
Institution: Kunstuniversität Linz
Study Programme: Interface Cultures
Source: NATURAL INTERFACE IN MIXED-REALITY (The University of Art and Design Linz Phaidra – o:2046)

This thesis was chosen for my analysis because the field of Tangible and Natural Interfaces has a lot of overlap with the topic of Calm Technology by making human-computer interaction (HCI) smoother and less digital. What is ultimately one of the key points why I am interested in Calm Technology is to change technology to interact with us on our terms, rather than us having to adapt to technology.

The overall aesthetics of the thesis is clear, clean and well structured. It is easy to read and follow the line of thought. The content focuses on mixed reality interfaces that integrate natural elements for human-computer interaction (HCI). It explores Tangible User Interfaces (TUIs) and includes extensive theoretical research combined with artistic practice, showing a deep understanding of interface development.

The thesis presents innovative ideas for merging physical and virtual worlds through mixed reality. In particular, the author proposes new ways of creating „natural“ interfaces, especially by using elements of nature. The inclusion of projects such as „TRIALITY“ and „Water Instrument“ adds a hands-on, experimental dimension, showing the practical side of the theoretical part.

The author demonstrates independence in research and design execution. The projects and experimental frameworks presented, such as the ‚PAPERPAL‘ educational interface for children, show a high level of self-directed exploration, especially in the development of unique interfaces.

The thesis is clearly structured. It begins with an introduction, followed by theoretical discussions, practical applications and concludes with future perspectives. The reader is directed through theory, artistic practice and contextual discussions in a coherent structure.

The thesis is effectively communicated, with well-written ideas and clear transitions between chapters. The author has a clear grasp of technical language and can express complex concepts concisely, making it easy to read and understand without oversimplification.

The scope is comprehensive, covering both theoretical and practical aspects of Mixed Reality, TUIs and educational applications. It addresses broader themes in interactive art while exploring specific approaches for children and natural elements, demonstrating a balanced approach between depth and width. All in all, a topic and work that meets the requirements of an academic Master’s thesis.

The thesis appears to have been carefully proofread, maintaining high standards of spelling and accuracy throughout. The language is professional, with no noticeable errors, suggesting careful editing and attention to linguistic precision.

The literature review is thorough, with references to foundational HCI and interface design theories and pioneers such as Donald Norman and Mark Weiser. With a total of 92 different references, ranging from current to older but not obsolete resources, the author establishes a solid theoretical framework that supports the foundation of the thesis.

*All texts have been paraphrased using DeepLWrite.

Impulse #01 – World Usability Congress

Links

World Usability Congress: https://worldusabilitycongress.com
European Accessibility Act: https://ec.europa.eu/social/main.jsp?catId=1202
Material Design Accessibility: https://m2.material.io/design/usability/accessibility.html#understanding-accessibility