IMPULSE #5

1st Meeting with Mr. Baumann

About the Event

Während des ersten 1:1 Meetings mit Herrn Baumann haben wir über verschiedene mögliche Master Themen gesprochen, ich habe ihm nicht nur meine bisherigen Themen vorgestellt und erklärt, weshalb diese immer wieder gescheitert sind und nicht weitergeführt wurden, sondern auch über mögliche andere Themen mit ihm gesprochen, die mich sowohl vom Inhalt her interessieren würden, als auch über Design-Bereiche, die ich mit meiner Thesis gerne abdecken würde.

Outcome

Nachdem wir über alle Themen ausgiebig gesprochen haben wurde ich gefragt, ob ich mir auch eine Kooperation mit einer Firma etc. vorstellen könnte. Da mir bisher immer von Kooperationen abgeraten wurde war ich zunächst skeptisch, doch im Verlauf des Gespräches erläuterte er mir, dass er vor einigen Wochen den Chef des Musikvereins Graz auf einem Konzert kennengelernt hatte. Im Laufe ihres Kennenlernens sprachen sie unter anderem über ihre Jobs und stellten fest, dass Herr Dr. Michael Nemeth, der Chef des Musikvereins bereits seit einigen Monaten nach einem Kooperationspartner suchte, der sich nicht nur um den Social Media Auftritt des Musikvereins kümmert und die Website analysieren könnte, sondern darüber hinaus auch das Nutzererlebnis steigern könnte. Er sei, alles in allem ziemlich offen, was eine mögliche Kooperation und damit zusammenhängende Themen angeht.

Ich willigte einem Treffen mit Dr. Michael Nemeth ein, in dem die weiteren Details besprochen werden sollten.

Impact on my Thesis

Durch das Gespräch mit Herrn Baumann habe ich mein Thema für die Thesis gefunden. Vor dem Gespräch hatte ich viele Ideen und vage Themen-Vorschläge. Danach hatte ich ein fixes Thema. Mir hat dieses Gespräch daher gefunden, mich auf ein Thema zu fokussieren und eine Entscheidung zu treffen.

Links

IMPULSE #8

Recently, I started watching the YouTube documentary series „0800 SEE ORCA“, which follows the work of Dr. Ingrid Visser, a renowned orca researcher and conservationist based in New Zealand. The series, directed by Paula Kormos and featuring footage shot by marine biologist and filmmaker Robert Marc Lehmann, offers a behind-the-scenes look at orca research and conservation. It covers a wide range of topics, from the identification of individual orcas and their social behavior to the urgent threats they face due to human activity.

What I found particularly engaging about the series was not only the scientific insight but also the emotional connection it fosters with these incredible animals. The show successfully combines education with a call to action for marine conservation, making it not only informative but also deeply moving.

In this blog post, I’ll share my reflections on the documentary series and discuss how its themes tie into my master’s thesis, which focuses on creating interactive, digital alternatives to traditional animal exhibits in zoos and aquariums.

The Series: An In-Depth Look at Orca Research and Conservation
„0800 SEE ORCA“ follows the daily work of Dr. Ingrid Visser, a key figure in orca research, who has dedicated her career to studying these majestic animals and advocating for their protection. Set in the waters of New Zealand, the series offers stunning footage of orcas in the wild and provides a real glimpse into their lives and behaviors. One of the most fascinating aspects of the series is how Dr. Visser and her team use unique physical traits—like dorsal fin shapes and skin patterns—to identify individual orcas. This level of detail helps them track the health, movements, and social interactions of the population.

Another major theme is the threats that orcas face, including environmental pollution, entanglement in fishing nets, and the broader impacts of climate change. The series doesn’t shy away from showing the harsh reality of these dangers, but it also highlights the important conservation work being done to protect orcas, including rescue operations for stranded animals. Seeing Dr. Visser and her team in action during these missions, coordinating with local authorities and volunteers, was inspiring and showed just how critical community efforts are in saving marine life.

One episode that stood out to me was the one on orca strandings—a situation that can be devastating but is sometimes preventable with quick, coordinated action. Watching the team work together to rescue these animals brought home the message that conservation is as much about rapid response and collaboration as it is about research.

Emotional and Educational Impact
One of the strengths of „0800 SEE ORCA“ is how it builds an emotional connection between the viewers and the animals. Through the personal stories of Dr. Visser and her team, you can sense the deep bond they share with the orcas. The series is filled with moments of awe and wonder, like when the team spots a new calf swimming alongside its mother or when they witness a rare hunting technique. These moments are beautifully captured and make you feel like you’re right there with the team.

For me, the series underscores how important it is to communicate science in an emotionally engaging way. The facts and figures about orca populations, climate change, and pollution are crucial, but it’s the emotional connection that makes viewers care enough to act. This is something I want to emphasize in my thesis as well—how can we use digital storytelling to not only inform but also inspire people to care about wildlife conservation?

Relevance to My Master’s Thesis: Designing Digital Alternatives
As someone researching digital alternatives to animal captivity in zoos and marine parks, „0800 SEE ORCA“ was a great source of inspiration. The series proves that it’s possible to convey authentic insights into animal behavior and conservation without keeping animals in captivity. By showing orcas in their natural habitat and detailing their social structures, the documentary provides a rich, informative experience that is both educational and ethical. Here are a few ways the series ties into my research:

  1. Authentic Learning in Natural Habitats: The series provides a true-to-life view of orcas in the wild, something that is missing from zoo exhibits. This aligns with my thesis goal of creating digital experiences that show animals in their natural habitats rather than confined spaces. By using high-quality footage and interactive storytelling, it’s possible to offer an educational experience that’s both accurate and engaging.
  2. Science as the Foundation: Dr. Visser’s research is central to the series, providing a scientific basis for every episode. This is something I want to carry into my own work. Any digital alternatives I create should be grounded in science, much like how Dr. Visser’s findings about orca behavior and threats are used to inform viewers. This ensures that the educational content is credible and valuable for audiences.
  3. Emotional Connection Through Storytelling: The way „0800 SEE ORCA“ builds emotional connections with the audience is something I find essential for successful educational programs. Creating empathy through storytelling—whether it’s through personal accounts of researchers or rescue missions—can make the content more impactful. In my thesis, I’m exploring how interactive storytelling in digital formats can foster this same sense of connection, encouraging viewers to care more deeply about animal welfare.
  4. Technology as a Tool for Immersion: Although the series uses traditional filming techniques, its high production quality offers inspiration for how technology—like immersive video or augmented reality—could create an even more engaging experience. Digital formats allow us to go beyond static exhibits, offering interactive elements like live data on animal populations, virtual tours of habitats, or even simulation of conservation efforts.
  5. Ethical Considerations: The documentary reinforces the importance of keeping animals in the wild, where they belong. This ethical stance is something I want to reflect in my work. The goal is to create digital experiences that provide valuable educational content without compromising animal welfare. The fact that „0800 SEE ORCA“ can educate and inspire without using captive animals makes it a great model for my own designs.

Conclusion: Learning Through Digital Media
In conclusion, „0800 SEE ORCA“ is more than just a documentary about orcas—it’s a powerful tool for raising awareness about the importance of conservation and ethical wildlife practices. It shows that we can learn a great deal about these animals without having to see them in captivity, and this is a central theme in my research.

As I continue developing ideas for my master’s thesis, this documentary series will serve as a strong example of how interactive digital media can be used to educate the public in a way that’s both engaging and ethical. The series highlights that with the right storytelling techniques, we can connect people to wildlife and inspire action to protect these animals in their natural habitats.

Watch the documentation here:
0800 SEE ORCA – Das Abenteuer meines Lebens | Folge 1

IMPULSE #7

CoSA Graz is a place that blends science with fun in a way I hadn’t quite experienced before. I decided to visit this interactive science center because of its unique focus on hands-on learning, especially in areas like technology and natural sciences. CoSA stands out from more traditional museums by encouraging visitors to dive into the exhibits, explore scientific concepts for themselves, and learn through play. It’s designed primarily for young people, but I quickly found myself just as engaged—and I even walked away with new ideas relevant to my master’s thesis on interactive educational design.

My Experience: From Augmented Reality to Science Exploration
I started my visit with one of CoSA’s unique offerings—the A(R)dventure augmented reality experience. I chose the “Aurora Borealis” room, which places you on an Arctic research ship. The setup was impressive, blending a physical environment with digital AR overlays, and using a virtual assistant called H.I.G.G.S. (Hyper Intelligent Guiding Gadget System) to guide you through the experience. Equipped with AR glasses, I was able to interact with the objects and solve puzzles within the room.

While the concept was exciting, I found that the AR glasses weren’t as precise as they could have been. This made the experience a little frustrating at times, as I had to adjust frequently to align the digital overlays with the physical objects. Additionally, while the experience was enjoyable, I didn’t feel like I learned much. The focus seemed to be more on interacting with the AR technology itself rather than diving into the educational content, like the science behind the Northern Lights or climate change. It lasted around 10 to 20 minutes, which was a bit shorter than I had hoped for, but overall, it was a fun start to the visit.

After the A(R)dventure, I explored the rest of CoSA and was really impressed by how the center manages to make learning about complex topics feel approachable and fun. One of the highlights was the section on sustainability, where I participated in an interactive quiz that tackled questions on environmental issues. Unlike the AR experience, this part had a strong educational focus, and I came away with a better understanding of topics like renewable energy and resource management.

Another standout was the immersive projection room that explored the formation of the universe. The visuals were stunning, and the way the content was presented made a complex topic like the Big Bang feel accessible and engaging. It was an excellent example of how immersive environments can make learning both fun and memorable.

Beyond that, CoSA had a variety of interactive exhibits on subjects like physics, medicine, and technology. These exhibits were designed to engage visitors with hands-on activities that made abstract concepts easier to grasp. For example, there were interactive medical research journeys and simulations of how certain technologies work, all of which made us feel like kids exploring science for the first time. It’s clear that CoSA is designed with young people in mind, but even as an adult, I found myself thoroughly engaged and learning through play.

Interactive Learning: CoSA’s Approach and Its Impact
One of the things that impressed me most about CoSA was how well it integrates interactivity into almost every exhibit. Whether it was the AR adventures, the sustainability quiz, or the hands-on physics demonstrations, each experience invited visitors to actively participate rather than passively consume information. This aligns perfectly with CoSA’s motto: “Touching desired instead of touching forbidden!

In terms of learning, the interactive design made the science feel more accessible and less intimidating. Topics like climate change, physics, and medicine can be tough to grasp, but CoSA uses a playful approach that encourages curiosity. For example, the immersive projection room that visualized the universe’s formation didn’t just present facts; it made you feel like you were part of the story, using visuals and sound to create an emotional connection to the material.

This emphasis on experiential learning was also evident in the way the exhibits encouraged visitors to experiment and explore. The interactive quiz on sustainability was a great way to test knowledge, but more importantly, it sparked conversations and made learning feel collaborative. Similarly, the physics exhibits made abstract principles tangible by letting visitors experiment with real-world applications.

Relevance to My Master’s Thesis: Designing Interactive Learning Spaces
My visit to CoSA was not just an enjoyable experience—it was also highly relevant to my master’s thesis, which focuses on how interactive design can enhance learning, particularly in educational settings like museums, zoos, and science centers. Here’s how CoSA’s approach fits into my research:

  1. Active Participation in Learning: CoSA’s hands-on approach to science education is a perfect example of how active participation can lead to deeper engagement with content. Rather than just reading about sustainability or physics, visitors are invited to interact with the material, which makes the learning experience more memorable. This concept is at the heart of my thesis—how interactivity can foster more meaningful learning experiences.
  2. Multisensory Engagement: CoSA uses a variety of sensory inputs to create immersive experiences, whether it’s through the AR glasses in the A(R)dventure or the audiovisual displays in the projection room. Engaging multiple senses can make complex topics easier to understand, which is something I’m exploring in my own research on how to make abstract ideas like animal conservation more relatable.
  3. Balancing Fun and Learning: One of the challenges in designing educational experiences is finding the right balance between fun and learning. While the AR experience at CoSA was fun, it didn’t feel as educational as the other exhibits. This contrast reinforced the idea that interactivity alone isn’t enough—there needs to be a clear educational goal behind the design. The interactive quiz on sustainability, for example, was both fun and informative, which made it a standout in terms of how interactive learning can work.
  4. Technology in Educational Spaces: CoSA’s use of augmented reality was a reminder that technology can enhance learning, but it needs to be carefully integrated. The AR experience felt more like a novelty because the technology wasn’t perfectly aligned with the learning objectives. This is something I’ll be thinking about as I explore how to use tech like VR and AR in my own designs—ensuring that the technology serves the learning experience, rather than distracting from it.

In conclusion, my visit to CoSA Graz was both a fun and informative experience, providing valuable insights into how interactive design can enhance educational spaces. The center’s use of hands-on activities, immersive environments, and playful learning approaches aligns closely with my research, highlighting how interactivity can make even the most complex topics accessible and engaging. As I continue working on my master’s thesis, I’ll definitely be drawing inspiration from CoSA’s blend of fun and education to design experiences that foster curiosity and active learning.

Further reading:
CoSA – Naturwissenschaft und Technik | CoSA – Center of Science Activities

IMPULSE #6

Recently, I visited IKONO Vienna, a new immersive art museum that opened in spring 2024. Located in the heart of Vienna, IKONO is nothing like a traditional museum. It’s a space that encourages visitors to not only look at art but also interact with it in playful and creative ways. The museum’s 12 rooms are designed to engage your senses and invite you to participate in the experience rather than just observe it.

My visit to IKONO was not only a lot of fun but also gave me a lot of new ideas for my master’s thesis, which focuses on how interactive design can create more meaningful connections between audiences and content. Here’s a recap of my experience and how it ties into my research.

The IKONO Experience: Playful and Engaging
From the moment you step through the black curtain at the entrance, IKONO pulls you into a world where each room offers something totally unique. The first room I entered was the Spaghetti Room, where long strands of “spaghetti” hang from the ceiling, and you’re encouraged to walk through them, touch them, and just enjoy the silliness of it all. It’s simple but immediately sets the playful tone for the rest of the visit.

Next was Persephone’s Return-Labyrinth, a maze created by artist Heather Bellino. This room combined art with exploration and gave me the sense of being part of an adventure. The labyrinth was designed to make you think about nature and creativity, which I found really inspiring. Unlike a typical museum exhibit where you just look at a piece of art, here you become part of the artwork as you move through the space.

One of my favorite rooms was the Light Painting Room, where visitors can create their own digital art by painting with light. You then get your artwork emailed to you, which was a cool way to leave with something personalized. The experience felt very modern and interactive, using technology to let visitors actively create, not just consume.

Other fun parts of IKONO include the Betta Fish Lounge, where you wear a kimono and walk through a space filled with floating paper particles, and the Ball Pit, which brings out the kid in everyone. There’s also a Retro Arcade Room with working video games from the 80s and a Lantern Room that creates a peaceful, glowing atmosphere.

Interaction and Creativity: Becoming Part of the Art
What makes IKONO stand out from other museums is how it encourages interaction and creativity. Rather than simply viewing the art, you’re encouraged to interact with it and even become part of it. Whether you’re jumping into a ball pit, walking through a labyrinth, or painting with light, every room invites you to engage in a different way.

During my visit, I noticed how much people were drawn to the interactive elements. Visitors were taking photos, playing with the installations, and creating their own mini-experiences in each room. It was interesting to see how the playful, hands-on approach to art appealed to both kids and adults, creating a shared experience that’s very different from a typical museum visit.

For me, this level of engagement is one of the key takeaways from IKONO. It’s a great example of how interactivity can make art (or any content) more memorable and meaningful. Instead of passively looking at objects behind glass, visitors get to interact with the environment, which makes the experience more personal.

Relevance for My Master’s Thesis: Interactivity in Design
This visit to IKONO gave me a lot of ideas for my master’s research, which focuses on how interactive design can engage audiences more effectively. Seeing how the museum used interactivity to create a deeper connection with visitors reinforced several ideas I’ve been thinking about in my own work.

  1. Engagement through Interaction: One of the key things I noticed was how the interactive elements made visitors more engaged with the content. Whether it was painting with light or playing in the ball pit, people were more involved because they weren’t just observing—they were participating. This aligns with my thesis, which looks at how interactivity can be used to get people more invested in educational content, such as animal conservation or natural history.
  2. Sensory Immersion: Many of the rooms at IKONO, like the maze and the lantern room, used lighting, textures, and movement to create a multi-sensory experience. Engaging multiple senses can make an experience more impactful, which is something I want to explore in my research. For example, how can we design exhibits that engage not just the eyes but also touch, sound, and even smell?
  3. Visitors as Participants: At IKONO, the visitors are an essential part of the experience. Whether it’s creating their own light paintings or interacting with the objects, visitors become co-creators rather than passive observers. This idea of visitors as active participants is central to my thesis, where I’m exploring how interactive storytelling can make educational content more engaging. For instance, instead of just showing animals in a zoo, could we design experiences where visitors feel like they’re part of the animals’ environment or story?
  4. Technology and Personalization: The way IKONO used technology, like the light painting room, to create personalized experiences was also really interesting. Visitors got to create their own art and take it home digitally, which adds an extra layer of engagement. In my own research, I’m exploring how technology can be used to personalize experiences in museums or zoos, so that visitors leave with a sense of personal connection to what they’ve learned or experienced.

In conclusion, my visit to IKONO Vienna was not only a fun and immersive experience but also gave me a lot to think about for my master’s thesis. It showed me how powerful interactive design can be in creating deeper connections between people and the content they’re engaging with. As I continue working on my thesis, I’ll be thinking more about how to use interactivity, sensory immersion, and technology to create meaningful experiences that go beyond the traditional museum or educational model.

Further Reading:
IKONO Vienna | Die Neue Immersive Erfahrung in Wien

IMPULSE #5

Recently, I watched four TED Talks that all explored different aspects of storytelling. As someone interested in how interactive storytelling and design can help raise public awareness about complex issues, these talks were especially relevant to my research. Each speaker approached storytelling from a different angle, but they all underscored one powerful truth: stories have the ability to shape how we perceive the world, connect with others, and inspire action.

In this blog post, I’ll reflect on the key insights I gained from these talks and how they are influencing my thoughts on storytelling in education, empathy, and public engagement.

1. Salma Abdelrahman: „Empathy Through Storytelling“
Salma Abdelrahman’s TED Talk was deeply personal and focused on how storytelling can be used to create empathy, especially for marginalized groups. She recounted her experiences of discrimination as a Muslim American and explained how her involvement in the Student Voices panel, where students shared personal stories about discrimination, inspired her to take action. These stories grounded abstract issues like Islamophobia and homophobia into real, emotional experiences that resonated with her audience.

Abdelrahman’s main point was that storytelling has the power to bring difficult, often invisible struggles into the spotlight. It’s not enough to know what discrimination is in theory—when you hear someone’s personal experience, it humanizes the issue in a way that numbers or statistics never could. Her video project, Fabula Rasa, continues this work by collecting and sharing stories from diverse voices.

For my own research, this talk really reinforced the idea that empathy is central to storytelling. Whether I’m designing an interactive exhibit or thinking about ways to raise awareness about animal welfare, the goal should always be to create an emotional connection. If people can feel a personal link to an issue, they’re much more likely to take action. Abdelrahman’s emphasis on empathy will be a guiding principle as I continue developing my ideas for interactive storytelling.

2. Guy Godfree: „Storytelling: Empathy in Narrative Point of View“
Guy Godfree, a cinematographer, spoke about how narrative perspective can shape the way audiences experience a story. His TED Talk highlighted the importance of understanding whose story you’re telling, whose perspective it’s being told from, and the biases of the storytellers themselves. Godfree shared examples from his own work in film and television, explaining how these choices affect everything from camera angles to audience emotions.

One of the most compelling points Godfree made was when he discussed how changing a story’s perspective can completely alter its impact. He used the example of the classic Christmas movie Home Alone, suggesting how different it would feel if told from the perspective of the two burglars rather than the young boy defending his home. Suddenly, the villains might become sympathetic, and the story itself takes on a different tone.

This idea of perspective has sparked some new questions in my own research. Who is telling the story of animals in captivity? Is it the zookeepers, the conservationists, or the animals themselves? If we can shift the perspective to allow people to see the world through the eyes of animals, would that change how they view the ethics of captivity? Godfree’s talk reminds me that how we frame a story—whose voice we prioritize—can make all the difference in how people respond to it.

3. Mark Grimmer: „What’s Next for Immersive Storytelling?“
Mark Grimmer’s talk focused on the future of immersive storytelling and how technology is opening up new possibilities for narrative experiences. He shared how his design studio created immersive exhibitions, including one about David Bowie and another commemorating the Apollo 11 moon landing. What stood out to me was how Grimmer described the “collision of ideas” that happens when different disciplines—like architecture, music, and film—come together to create an immersive story.

Grimmer emphasized that while technology plays a big role in creating these experiences, the heart of the story should always come first. Technology is a tool to enhance the narrative, not the narrative itself. He also mentioned that immersive storytelling can bring people together, allowing them to feel like they’re part of something larger than themselves. The Apollo 11 exhibition, for example, recreated the scale and spectacle of the moon landing in a way that felt emotionally powerful, reminding audiences of a moment of collective achievement.

This talk inspired me to think about how immersive storytelling could be used in zoos, aquariums, or museums to help visitors connect more deeply with animals. What if visitors could experience the world from an orca’s perspective, moving through a vast ocean instead of seeing the animal in a small tank? Grimmer’s talk reminded me that by blending disciplines and using technology creatively, we can create powerful experiences that feel real and evoke strong emotions.

4. David JP Phillips: „The Magical Science of Storytelling“
David JP Phillips’ TED Talk was both entertaining and insightful, focusing on the neuroscience behind storytelling. He explained how storytelling can trigger the release of neurotransmitters like dopamine, oxytocin, and endorphins, which make us more focused, empathetic, and creative. Phillips referred to this combination of chemicals as the “angel’s cocktail,” contrasting it with the stress-inducing “devil’s cocktail” that we experience when we’re overwhelmed or anxious.

What fascinated me about Phillips’ talk was how deliberate storytelling techniques can actually manipulate our brain chemistry. For example, by building suspense or creating empathy for a character, we can increase dopamine or oxytocin levels, making the story more engaging and memorable. Phillips even shared practical tips on how to apply these techniques in everyday communication, from public speaking to presentations.

This talk got me thinking about how I can use functional storytelling in my own projects. Whether I’m designing an interactive exhibit or creating content to raise awareness about animal welfare, understanding how storytelling affects the brain could help make my messages more impactful. If I can build emotional connections between people and animals through storytelling, it might help foster more empathy and inspire positive change.

Conclusion: Storytelling as a Tool for Empathy and Engagement
Watching these TED Talks reminded me of just how powerful storytelling can be. Whether we’re trying to create empathy for marginalized groups, change people’s perspectives, or use technology to build immersive experiences, storytelling lies at the heart of it all. Each of these speakers highlighted a different aspect of storytelling, but they all shared a common belief: stories connect us.

As I continue my research, I’ll be thinking about how to apply these lessons to my own work. Whether it’s using empathy to raise awareness about animal captivity, experimenting with immersive technology to create more engaging experiences, or leveraging the neuroscience of storytelling to connect with audiences on a deeper level, these talks have given me a lot to think about.

Watch the talks here:
Empathy Through Storytelling | Salma Abdelrahman | TEDxYouth@Miami
Storytelling: Empathy in Narrative Point of View | Guy Godfree | TEDxPugwash
What’s Next for Immersive Storytelling? | Mark Grimmer | TED
The magical science of storytelling | David JP Phillips | TEDxStockholm

IMPULSE #1.6

Genealogy is a funny thing. We all say we want to know where we came from, but when it comes to actually documenting it, life gets in the way. That, and the realization that some of our ancestors weren’t as glamorous as we hoped. 

As part of my master’s thesis research, I sat down for a private conversation with my partner, Esad to discuss family stories, legacy, and how technology fits into it all. This was a personal discussion meant solely for research, and while I won’t be sharing the transcript or audio, I’ve gathered key insights that will help shape the genealogy app prototype I’m designing.

Given that Esad is a developer, I expected a pretty technical take on things, but what I got was a mix of pragmatism, nostalgia, and an interesting critique of current genealogy platforms. His thoughts confirmed some of my ideas, challenged others, and — most importantly — helped me refine what a modern family storytelling app should look like.  

The Digital Side of Family Legacy

Esad is as comfortable with technology as one can be — he literally builds digital tools for a living. When I asked if he’d be interested in preserving his family’s legacy, he didn’t hesitate: “Yes, but I don’t have time.” That, right there, is probably the biggest barrier for most people. We care about our history, but finding a way to document it in a meaningful way? That’s another story.

His approach to family history so far has been mental storage plus occasional notes. He started creating a partial family tree but never got around to completing it, mostly because there wasn’t a system that fit his needs. This was my first major takeaway:  

People don’t just need a place to store family history — they need an intuitive, engaging system that makes them WANT to do it.

Esad’s preference? A graphical family tree where clicking on a person reveals photos, stories, and personal memories. He wants a structured yet interactive way to engage with family history, not just a database filled with dates and names.  

Where Existing Genealogy Apps Fall Short

I asked if he had ever used MyHeritage or Ancestry, and his answer was a solid “Nope.” Not because they aren’t useful, but because they focus too much on DNA and historical records rather than actual storytelling.  

He pointed out two major flaws in these platforms:  

1. They overemphasize genetic data. While he appreciates the science behind DNA testing, he isn’t comfortable sharing biometrics with companies. Family history should be personal, not just another data point in a corporate archive.

2. They lack emotional connection. Genealogy isn’t just about tracing ancestors — it’s about preserving who they were, what they did, and the stories that made them unique. Most apps don’t provide enough space for personal anecdotes, traditions, or those little quirks that make families special.  

For Esad, the ideal genealogy app wouldn’t just store information — it would tell a story. MyHeritage gives you names and birth dates; he wants to click on a relative and see their favorite quotes, listen to a recorded story, or view old letters and recipes.

This was another key insight:  

A successful family history app should be more than a research tool—it should be a digital time capsule.

Accessibility and the “Grandma Factor”

We talked a lot about how different generations engage with technology, and this led to some interesting thoughts on accessibility.

When I asked if it was important for an app like this to be user-friendly for older generations, his response was clear: 

“It’s important, but I don’t see elderly people starting a family tree on their own.” 

Fair point. He believes younger and middle-aged users would drive the content creation, but there should still be an easy way for older family members to contribute. Instead of expecting them to build an entire profile from scratch, he suggested a simpler approach  like sending them a link where they can upload a photo or record a voice message without needing to navigate a complex layout.

This led me to a design realization:  

Make it easy for older family members to contribute, but don’t force them to use an overly simplified app that sacrifices functionality for younger users.

One fun idea? Customizing the user interface based on age. A younger user could have a full-feature experience, while an older user gets a streamlined layout focused on consuming and contributing stories in the simplest way possible — but that could be very tricky to implement.

Social Features vs. Privacy: Striking a Balance  

One of the more interesting points he raised was about not turning the app into Facebook.

While he likes the idea of tagging family members in photos or stories, he doesn’t want a system that pushes social interaction too aggressively. He prefers a passive discovery model, where he can click on a category (e.g., “Photography”) and see which relatives share that interest, rather than getting notifications that say, “Hey, your cousin also likes photography! Send them a message!”

Another big privacy concern? Direct messaging. He’d rather have a simple “request contact” feature instead of a built-in chat. This prevents the app from turning into yet another messaging platform while still allowing family members to connect.  

Key takeaway: Balance discovery with privacy — people should be able to find shared interests without feeling like they’re on a social media app.

Final Takeaways: What This Means for My App Prototype

This conversation was incredibly valuable for shaping my thesis and the genealogy app prototype I’m building. Esad’s insights confirmed that genealogy tools shouldn’t just be about archiving the past — they should make history feel alive.

Here’s what I’m taking forward into my design:  

1. Make storytelling a priority. A good family history app shouldn’t just collect names — it should preserve personalities.  

2. Simplify contribution for older generations. Offer an easy way for them to add stories without forcing them through a complicated tech process.  

3. Focus on engagement, not just data. A visual, interactive family tree makes history feel more dynamic and approachable.  

4. Keep privacy in mind. Avoid unnecessary social media elements and let users control how much they share.  

5. Use smart reminders. Instead of generic notifications, send personalized prompts based on family events or birthdays to encourage interaction.  

Conclusion

This wasn’t just a research interview — it was a conversation about what family history really means in a digital world. Esad’s thoughts helped me see where genealogy app prototype succeeds, where they fail, and how I can build something that truly matters. 

Ultimately, preserving family stories isn’t just about recording the past — it’s about creating meaningful connections in the present and future. The goal isn’t just to document history, but to bring families closer, one story at a time. 

And hey — if my app prototype helps people avoid the frustration of tracking down great-grandpa Johan’s *actual* last name, I’d call that a success.  

IMPULSE #8 – Unity tutorial for AR

I wanted to improve the learning experience and make it more interesting for children, so they would engage more. While researching photos and reference examples, I found the use of Augmented Reality (AR) in education and realized that I could use this for my thesis project. That’s why I decided to watch a series of YouTube videos called „Unity AR – Augmented Reality Tutorial“ by lightsandclockwork. I watched 10 lessons, and I will explain what I learned from each one. This tutorial series gave me a good introduction to the possibilities of AR applications in Unity.

Lesson 1 – AR Simulation

The first step in AR development is setting up AR simulation in Unity. I had never used Unity before, so I had to learn a little about the software. The video explained that Unity allows testing AR interactions inside the editor, without needing a mobile device. This makes the development process faster. I installed AR Foundation, a package for AR applications, which allowed the scene to recognize virtual surfaces and objects without using a real device.

Lesson 2 – AR Tracked Image

This lesson teaches how to track images, which means the app can recognize specific pictures and place 3D objects on them. I used AR Tracked Image Manager, which lets you add images to a database and display objects when the camera detects them. This is often used in education, catalogs, and interactive guides. In my case, it could be interesting to scan a plant and see an animated version of its growth.

Lesson 3 – AR Placement Interactable

In this lesson, I learned how to place virtual objects in AR space. The user taps the screen, and a virtual object appears on a real surface. The tutorial used AR Placement Interactable, which makes positioning objects easier. This could be used to show animals in a real forest environment, but I think this would be better for adults than children.

Lesson 4 – AR Placement with Visuals

This lesson adds a visual preview before placing an object. The object appears as a transparent model, so the user knows where it will be placed. This helps with better user experience (UX) because it allows more precise placement. This could be useful for children, but I’m not sure if it would work well. If I use this, I would need to test it with different age groups.

Lesson 5 – AR Placement with Grid

The fifth tutorial adds a grid, which helps users see where objects can be placed. This makes positioning more precise and helps visualize flat surfaces and object proportions in real space. Grids are often used in interior design and navigation apps, but in my case, they could be used to show virtual elevation lines in nature or to simulate how landscapes looked 100 years ago.

Lesson 6 – AR Placement Restriction

This lesson explains how to prevent objects from being placed in the wrong locations. It allows objects to be placed only on certain surfaces or inside specific zones.

Lesson 7 – AR Object Scaling

In this lesson, I learned how to make objects bigger or smaller using pinch-to-zoom gestures. This is useful for 3D modeling and educational AR apps, where users can adjust the size of an object to explore details.

Lesson 8 – AR Object Rotation

This tutorial shows how users can rotate AR objects using swipe gestures. The system detects touch movements and rotates the virtual object accordingly. This is useful for education because it lets users view objects from all angles.

Lesson 9 – AR Object Removal

This lesson explains how to delete objects from the AR scene after placing them. This feature could be used for interactive learning, for example, showing what happens when part of a natural ecosystem is removed.

Lesson 10 – Build for Android Mobile

The final lesson covers building an AR application for Android devices. It explains how to set up build settings, activate ARCore (Google’s AR framework), configure the camera, and run the AR app on a real mobile device.

29 | IMPULSE #8 – Conducting Interviews

After conducting interviews with three very different individuals, I’ve gained a much clearer understanding of how people approach sustainability – and how those differences impact their needs, challenges, and openness to digital tools like an app. These conversations made it clear that not every group is equally suited for a sustainability app, especially one designed to promote long-term behavior change through gamification.

Here’s a breakdown of what I discovered, how I interpreted the insights, and why I decided to focus on one specific target group for the app.

My first interview was with a social worker who shared insights about people experiencing homelessness or struggling with severe financial challenges. For this group, sustainability is not a priority in daily life, it’s a secondary concern compared to meeting basic needs like housing, food, and security.

Many sustainable behaviors (like using public transportation or reusing items) occur out of necessity rather than intentional environmental consciousness. However, there’s little to no active interest in environmental topics or a willingness to invest time in learning about them. Trust in technology and systems is also quite low in this demographic, which would make it hard to engage them with a digital tool like an app.

While this group has a unique relationship with sustainability, the barriers – such as lack of interest, technology skepticism, and the need for significant external incentives – are too high. Building an app for this audience would require substantial financial resources (e.g., offering monetary rewards like vouchers), and the long-term impact on behavior would likely be minimal.

The second interview was with a university student who represents a digitally savvy, younger audience. This group already has some baseline awareness of sustainability, often influenced by news, social media, and conversations with friends. However, they frequently struggle with barriers like time constraints, financial limitations, and the temptation to choose convenience over more eco-friendly options.

What stood out is this group’s openness to apps and digital solutions. They’re familiar with using apps to track habits, manage their lives, and even make sustainable choices (e.g., shopping second-hand or calculating carbon footprints). They’re not perfect in their sustainable behavior, but they’re willing to engage if the app fits easily into their daily routines and offers practical, actionable advice or tools.

This group has a strong foundation to build on. Their openness to technology, combined with a moderate level of intrinsic motivation, makes them an ideal audience for a sustainability app. An app targeting them could bridge the gap between awareness and action by offering low-effort, engaging features to encourage small but meaningful behavior changes.

The third interview was with someone already deeply committed to sustainable living. This person actively seeks out ways to reduce their carbon footprint, follows a vegan lifestyle, and consciously avoids overconsumption. For them, sustainability is already fully integrated into their values and daily decisions.

While they appreciated the idea of a sustainability app, they don’t need that much external support or motivation. They’re already doing the work and are unlikely to benefit significantly from gamification or basic tips. However, they did express interest in features that could connect them with like-minded individuals or deepen their existing knowledge and also being rewarded for already living sustainably is a plus too.

While this group is aligned with the mission of sustainability, they don’t need an app to motivate them. They’re more likely to use an app as an optional tool to share knowledge or connect with others rather than as a primary driver of behavior change.

Based on the interviews, the group that stands out as the most promising for a sustainability app is young adults who already have some awareness of sustainability but struggle to act on it consistently. This group strikes the perfect balance between interest, accessibility, and potential for impact. Here’s why:

  1. This group is familiar with using apps for self-improvement and is comfortable with technology, making it easier to design a digital solution that resonates.
  2. While external barriers like convenience and cost exist, they’re open to developing a deeper, more intrinsic motivation if the right tools and incentives are provided.
  3. This group is large, diverse, and at a transitional stage in life where habits are still forming. By helping them make small, consistent changes now, the app could create long-term ripple effects in their behavior.

While the other two groups offered valuable insights, they aren’t ideal primary audiences for this app.

  • Socially Disadvantaged Individuals
    The challenges of reaching and engaging this group would require a very different approach, such as offline initiatives or significant financial incentives, which fall outside the scope of this project.
  • Sustainability Enthusiasts
    This group doesn’t need basic support or motivation. While they could be secondary users in a later phase (e.g., as community contributors), they don’t represent the best starting point for achieving widespread impact.

Knowing that young adults with a basic awareness of sustainability are the target group allows me to focus on features that address their specific needs and challenges. Here are some initial ideas:

  1. Gamification: Points, badges, and progress tracking to make small sustainable actions feel rewarding and fun.
  2. Low-Effort Tips: Simple, actionable suggestions that fit seamlessly into their busy routines – like swapping products or reducing food waste.
  3. Personalized Goals: Tailored recommendations based on their habits, interests, and barriers (e.g., budget-friendly options for students).
  4. Community Features: Opportunities to connect with peers, share progress, and get inspired by others’ sustainable choices.

The interviews have given me a clear direction for the app: focus on young, tech-savvy adults who are open to change but need a little help getting there. By designing a tool that’s easy to use, motivating, and relevant to their daily lives, I believe this app has the potential to make a real impact – not just for individuals, but for the environment as a whole.