IMPULSE #1.5

What’s in a Name? More Than You’d Think  

If you’ve ever tried researching your ancestors and felt like you were playing detective, you’re not alone. Free Tips for Searching Ancestors‘ Surnames is basically a “survival guide” for anyone who’s tried to track down their great-great-grandfather, only to find his name spelled five different ways across various documents. This book offers practical strategies for dealing with surname variations, cultural naming traditions, and historical changes — things that are incredibly useful not just for genealogists, but for anyone designing tools to help families preserve their history.  

For my master’s thesis, which focuses on building a genealogy app prototype, this book is a goldmine of insights. It highlights why names are such tricky yet essential pieces of family history.

The Challenge of Names in Genealogy  

One of the first things the book makes clear is that surnames are anything but stable. People changed them when they moved countries, census takers misspelled them, and sometimes families just decided to tweak them for fun (or to avoid certain associations). For example, immigrants to the U.S. often anglicized their names — Schmidt became Smith, and Kowalski might have turned into Collins.  

For my prototype, this means one thing: searching for names needs to be flexible (as I’ve already mentioned in my previous blog posts). The app prototype should allow users to input variations, use wildcard searches, and even suggest alternative spellings based on common name changes over time. Otherwise, people might miss out on important connections just because their ancestor had an inconsistent signature.  

Another key takeaway is how cultural naming traditions affect research. In Scandinavian countries, for example, patronymic names meant that Anders‘ son was literally called Andersson, and his son might be Johanssen, and so on. This makes tracing lineage more complicated, especially if you’re trying to follow a single surname through generations. 

The Book’s Relevance to My Future Prototype  

Beyond the research challenges, this book has confirmed to me that my app prototype should support storytelling rather than just data collection. Genealogy isn’t just about names — it’s about the lives behind those names. Someone with the last name „Green“ could be named after a village green, their profession as a dyer, or simply because an ancestor was really into nature. Understanding these origins makes family history more engaging.  

My idea that the app prototype would have a section where you can write things about yourself and allow the users to add context to names, explaining where they come from and how they evolved (among other things).  

This book also confirmed what others were writing about too —  genealogical research requires “detective work”. The book suggests using wildcard searches (like searching „Johns*“ to find Johnson, Johnston, or Johnsen) and checking multiple sources to confirm a match. This reinforces the idea that my app prototype should guide users through their research process, making suggestions and offering hints rather than just displaying raw data. 

Why This Matters for My Future as a Designer  

Reading this book has reminded me why good design is about making complex things simple. Surname research is messy, inconsistent, and sometimes frustrating, but the right tools can make it easier. As a designer, I want to create interfaces that help people uncover their histories without needing to be professional genealogists. 

Conclusion  

Free Tips for Searching Ancestors‘ Surnames is more than just a book about genealogy — it’s a guide to understanding how names shape our identities and how we can preserve them despite historical inconsistencies. For my thesis, it has reinforced the importance of flexible search tools, storytelling features, and user-friendly design.  

In the end, whether I’m designing a genealogy app or any other digital experience, the key takeaway is this: people don’t just want data, they want connection. My job as a designer is to create systems that help them find it.  

Impulse #6

Temple Grandin (2010)

Watching the movie Temple Grandin (2010) was an eye opening experience, not just because of its portrayal of autism but because of how it redefines intelligence, creativity, and perseverance. The film tells the true story of Temple Grandin, a woman who, despite the challenges of growing up autistic in a world that didn’t understand her, became a groundbreaking scientist and advocate for neurodiversity.

One of the things that stood out to me was how the movie visualized Temple’s thought process. She doesn’t think in words, she thinks in pictures. The film brilliantly brings this to life through rapid flashes of images, detailed mental blueprints, and real-time problem-solving. Instead of seeing her thinking style as a limitation, it becomes clear that it’s her greatest strength. It allows her to revolutionize livestock handling, designing systems that are more humane and efficient, simply because she sees the world in a way others don’t.

There’s a moment in the movie where someone tells her she’s “different, not less.” That really stuck with me. Too often, autistic individuals are defined by what they struggle with rather than what they excel at. Temple’s story flips that narrative, her way of thinking isn’t wrong, it’s just different. And that difference leads to innovation.

Another aspect that hit me was the role of the people around her. Her mother, a professor, and a science teacher all saw her potential and pushed her to succeed, even when society was ready to give up on her. It made me think about how much impact the right support system can have. How many children are out there with minds full of potential but never get the chance to develop it because the world isn’t built for them?

This directly connects to my research. The film reinforced the idea that education shouldn’t be about forcing kids into a one-size-fits-all mold. It should be about meeting them where they are, recognizing their unique strengths, and giving them the tools to succeed. Whether that means using more visual aids, creating interactive experiences, or simply allowing for different ways of processing information, the goal should always be to include, not just accommodate.

IMPULSE #1.4

Let’s face it — digging through census records might not sound like the most exciting thing in the world. But while reading Find You Ancestors in US Census Records I’ve realized just how much hidden treasure these documents hold. This book isn’t just a guide to finding names on old census forms; it’s a roadmap for uncovering stories, understanding history, and piecing together the lives of those who came before us.  

As someone working on a master’s thesis about family relationships and designing a genealogy app prototype, I can confidently say this book was a good reading choice for me. Not only has it helped me think about how to structure my app prototype, but it’s also given me a fresh perspective on why family history matters (but you know I’m big on that anyways) — and how design can play a role in keeping those stories alive.

Relevance to My Thesis and Prototype  

Census records are described in the book as a “time-lapse biography” of families, showing how they evolved across decades. This really hit home for me. My thesis focuses on creating tools that help families connect and preserve their stories, and this idea of capturing change over time is central to my prototype. Whether it’s visualizing a family tree or adding interactive timelines, this book has inspired me to think about how to make those changes come alive for users.  

One of my favorite takeaways is the idea of “reading between the lines.” The book explains how small details — like a family’s address or who their neighbors were — can reveal so much about their lives. For example, if a family moved from Kansas to California during the Dust Bowl, it’s not just a move; it’s a story of resilience and hope. My app prototype could encourage users to think beyond dates and names, adding layers of context to their family histories.  

Another great point from the book is how messy data can be. (Apparently, census takers weren’t great at spelling ?) This taught me an important design lesson: my app prototype needs to be forgiving. People should be able to search for “Johansson” and still find “Johnson” because let’s be real, nobody remembers how their great-grandfather spelled his name in 1920.

Lessons for Design  

This book doesn’t just teach you about genealogy — it’s secretly a masterclass in user experience design. One big lesson is the importance of making complex systems easy to navigate. Census records are full of overwhelming data, but tools like extraction forms and research logs make the process manageable. That’s exactly what I want my app prototype to do: take something potentially overwhelming and make it approachable and even enjoyable.  

The book also talks about the power of visualization. A simple chart or timeline can turn a pile of dates into a story that’s easy to understand. For my app, this means prioritizing visual elements that let users explore their family history in engaging ways — whether it’s mapping out migration patterns or creating interactive timelines.  

And then there’s the issue of flexibility. The book emphasizes that every genealogist works differently — some love spreadsheets, while others prefer scribbling notes on napkins. This reminded me that my app needs to be adaptable. Whether users want to upload photos, record audio stories, or stick to text entries, the design should work for everyone.

Why This Matters for My Future  

Reading this book has reminded me that storytelling is at the heart of everything. Whether I’m designing a genealogy app prototype or working on future projects, the goal is always to help people tell their stories in ways that feel authentic and meaningful.  

It’s also taught me the value of persistence. Finding ancestors in census records isn’t always easy — sometimes names are misspelled, dates don’t add up, and you’re left scratching your head. But when you finally piece together a story, it’s incredibly rewarding. I think design is a lot like that: you have to be willing to dig deep, embrace the messiness, and trust that the end result will be worth it.  

Looking ahead, I see endless possibilities for using design to connect people with their pasts. Whether it’s through apps, digital archives, or even immersive VR experiences, I want to keep exploring ways to make history feel personal and alive. This book has reinforced my belief that design isn’t just about solving problems — it’s about creating connections and inspiring curiosity.

A Lighthearted Takeaway 

If there’s one thing this book taught me, it’s that genealogy is basically detective work for nosy people. (And let’s be honest, who doesn’t love a bit of snooping?) Whether it’s figuring out why Grandpa Joe lied about his age in 1930 or uncovering a long-lost family branch, the process is full of surprises. As a designer, I want to bring that sense of discovery into my work — making it fun, engaging, and maybe even a little addictive.  

Conclusion  

Find Your Ancestors in US Census Records has given me more than just research tips — it’s inspired me to think differently about my thesis, my prototype, and my future as a designer. By applying the lessons from this book, I hope to create tools that not only help families preserve their stories but also make the process of discovery as exciting and meaningful as the stories themselves.  

Genealogy might seem like it’s all about the past, but for me, it’s also about the future — of family, design, and the connections we create through both.  

IMPULSE #7 – Literature analysis – Education in nature: The key to children’s development through research and play

To further deepen my research, I found a study and thesis on „Schools in Nature“ to better understand what it all involves. I learned that outdoor education has great potential for children’s development, allowing them to explore, develop critical thinking, and connect with the natural world. This way of learning contributes to emotional, social, and physical growth, providing an experience far beyond traditional classroom teaching. According to research by Alyssa Wentworth, this approach especially benefits children who struggle in the standard education system, offering more opportunities for exploration, movement, and building self-confidence. Based on the experience and materials I’ve gathered so far, I see that design can play a key role in shaping these educational experiences. With careful design, it’s possible to not only encourage children’s curiosity but also provide a deeper understanding of often complex and abstract topics.

One of the most important findings about outdoor education is that children learn best through experience. In this case, nature becomes the „third teacher.“ Research by Maja Ljubojević shows that multi-day activities like „schools in nature“ have an incredible impact on students, especially younger ones. These activities combine practical tasks with research and social aspects, with an emphasis on learning through play. Through outdoor activities, children develop many skills and engage all their senses. For example, they can explore different textures of soil and plants, observe the shapes and colors of plants, listen to natural sounds, and learn about the interconnectedness of all living things in ecosystems. These aspects help children understand and remember information, making learning not only fun but also deeply experiential.

According to Ljubojević’s research, children involved in outdoor learning showed improved problem-solving skills, greater emotional resilience, and a deeper connection to the environment, which I believe is very important given the rapid development of technology. The study also found that children felt calmer and more motivated when learning outdoors. However, there are challenges, such as adapting to weather conditions and ensuring safety in outdoor environments. Design can address these challenges by providing solutions like educational materials or digital tools that motivate children to engage even in less favorable conditions.

Play plays a key role in outdoor education, and game design can significantly improve this process. The children in the study expressed a desire for more games, especially those that are out of the ordinary. Carefully designed games encourage children’s curiosity and help them better understand the content presented to them. Games like „nature’s hidden treasure“ can encourage children to explore ecosystems, recognize plants and animals, and collect natural materials. Simulation games also allow children to take on roles of plants or animals and understand their interconnectedness in nature. Through such games, children learn actively and immerse themselves in the content, and design is there to provide them with an interactive, fun, and educational experience. Although one might think of nature as a place to escape from technology, well-integrated digital tools can enhance the educational experience. For example, plant recognition apps or augmented reality (AR) can help children better and more deeply understand nature. Technology doesn’t have to be in conflict with nature – it can become a tool that helps children better understand the world around them, making the learning process even more interactive and accessible. Outdoor education is not just a temporary experience; it helps children develop a lasting connection to nature, an understanding of the importance of environmental conservation, and sustainability.

  1. Nature-Based Education: What Are the Benefits & How to Incorporate it in Schools?; Alyssa Wentworth, Anna Maria College: Paper prepared for Honors Senior Seminar (HON 490)
  2. Stavovi učenika o višednevnim aktivnostima: škola u prirodi i izviđačka kolonija; Ljubojević, Maja: Master’s thesis, 2023, University of Zagreb, Faculty of Teacher Education
  3. Didaktičko-metodičke specifičnosti škole u prirodi; Adisa Rustemović: Master’s thesis, 2021, University of Sarajevo, Faculty of Philosophy, Department of Pedagogy

IMPULSE #6 – Movie: The Wild Robot

A Story of Survival, Curiosity, and Connection with Nature

I chose The Wild Robot because I was drawn to its unique combination of technology and nature. The film, based on the book of the same name by Peter Brown, tells an unusual yet deeply touching story of a robot named Roz who finds herself stranded on a remote island instead of a megacity. She is programmed primary to serve humans, designed exclusively to assist and support them. Her only mission is to find a task and complete it. What makes this story special is how it intertwines themes of survival, ecology, and the interconnection of beings that, at first glance, seem entirely different. Additionally, it teaches us about the importance of ecosystems and our relationships with nature.

The film takes us through Roz’s journey from her arrival on the island to the moment she slowly begins to understand and adapt to the natural world around her. At first, she is just a piece of technology, unaware of her surroundings and entirely unprepared for the harshness of the wilderness. However, through a series of challenges and interactions with the island’s animals, she gradually learns how to survive. This transformation is not just physical, she becomes aware, develops empathy, and starts forming relationships with the creatures around her. I find this particularly important to showcase to children, as they also go through similar realizations and emotions at that stage of life. I was especially intrigued by how the film explores the coexistence of technology and nature. Instead of portraying the classic conflict between the artificial and the organic, The Wild Robot examines the possibility of harmony between these two worlds. Roz does not attempt to dominate nature; instead, she studies it, learns from it, and adapts to its rules. This aspect of the story reminded me of my visit to the CoSA Museum in Graz, where I had the opportunity to see how scientific information can be conveyed through interactive experiences. Just as museum installations allow visitors to learn through hands-on exploration, Roz’s story demonstrates how powerful and effective experiential learning can be. This inspired me to focus my research on children, specifically on nature-based education and outdoor learning environments.

Another part of the story that stayed with me was Roz’s relationship with the island’s animals. At first, they see her as a threat, but through her patience and actions, they come to accept her. Over time, she becomes part of the ecosystem instead of an outsider. One of her most meaningful bonds is with a duckling named Brightbill, whom she rescues and raises as her own. This dynamic adds so much warmth to the story and raises fascinating questions about family bonds that go beyond biology. Reflecting on the structure of the story, I noticed parallels with educational methods I’ve encountered. At the CoSA Museum, for example, visitors can test their knowledge, make decisions, and observe the consequences just as Roz does on the island. Her process of learning through trial and error, experimentation, and reflection is, at its core, what genuine learning looks like. It’s a concept that extends beyond the film, applying to academic research, creative projects, and even personal growth.

One of the most impressive aspects of the film is how it communicates environmental messages without being heavy-handed. you gain an awareness of the fragility of ecosystems and the importance of adaptation. But instead of preaching, the story invites you to form your own conclusions. It reminded me of museum exhibits where visitors are prompted to reflect on their lifestyles and the impact they have on the environment. That kind of self-reflection often inspires meaningful personal change. Ultimately, the message of The Wild Robot is not just about surviving in the wilderness but about finding one’s place in the world, no matter where we come from. It also encourages us, as intellectual beings, to think about how we can help the natural world rather than simply exploit it. The film reminded me of the importance of learning—especially learning through continuous experimentation and hands-on experience.

Working on the Hatched project for Dynamic Media and my experience at the museum have both strengthened my interest in working with children. Seeing how young minds engage with interactive storytelling and experiential education reaffirmed my belief that nature-based learning is crucial in today’s increasingly digital world. Just like Roz, children are in a constant state of exploration, adaptation, and discovery, and it is through such meaningful interactions that they shape their understanding of the world.

IMPULSE #8: ProtoPie 101 Crash Course – Part 2

After completing the first part of the ProtoPie 101 Crash Course, I was excited to continue my learning journey. Unit 2 focuses on creating micro-interactions, covering three key topics:

  1. Screen transitions
  2. Scrolling & paging
  3. Slide menus

The pace of the training picked up in this section, making it more engaging but also requiring more attention. Here are my takeaways from each topic.

Screen transitions

Trying out different transition types was interesting, and I particularly liked the smart transition, which is similar to Figma’s Smart Animate. It enables smooth custom transitions between two states as long as elements share the same name across scenes. Since this is a familiar concept for many designers, it makes ProtoPie feel intuitive right from the start.

A notable feature is the ability to add the system status bar of a specific smartphone frame without manually inserting it as a layer. This helps maintain consistent states and transitions between screens.

However, one limitation became clear: all transitions happen simultaneously without the ability to sequence animations. Thankfully, there’s a workaround. By animating elements first and then applying a smart transition, we can control the animation order. The instructor demonstrated using scale and move responses first before adding the transition.

Another useful feature introduced in this section was the reorder response, which allows changing the stacking order of layers. The four reorder options include:

  1. Move forward one in the stack
  2. Move backward one in the stack
  3. Move to the top
  4. Move to the bottom

Finally, adding a jump response enables smooth transitions between scenes. Once all responses are added, they can be sequenced independently in the timeline, making animations more dynamic and structured.

Three ways to do a screen transition:

  1. Built-in transitions
  2. Custom smart transitions
  3. Animating elements before applying a transition

Scrolling & paging

The crash course provided well-prepared pre-made material, which made following much easier.

A container is used to basically mask a scrollable area. Any container can be turned into a scrolling container, with three scrolling options:

  • Scroll (continuous movement in a direction)
  • Paging (stepwise scrolling)
  • None (no scrolling enabled)

Interestingly, the container tool is a standalone tool in the toolbar. The direction of scrolling can be set to vertical or horizontal and overscroll effects can be enabled or disabled. The process was extremely simple and intuitive!

Paging and carousel elements

With paging, it’s possible to position carousel elements stepwise in the center of the screen while scrolling horizontally. However, one issue emerged: the last item aligns with the screen’s edge instead of stopping at the center. To fix this, an invisible rectangle can be added at the end to create spacing. Initially, I thought this method is not elegant, but just moments later, the instructor introduced a better alternative – adjusting the properties panel. It’s great to see that ProtoPie anticipates these usability needs!

Constraints in containers

This was a short but important topic. By default, containers are anchored to the top-left corner and elements inside do not resize automatically. However, deselecting fixed height or width allows elements to resize proportionally. This feature is super useful for responsive design.

Three ways to create slide menus

As the instructor pointed out, there are multiple ways to achieve the same effect in ProtoPie. For slide menus, three trigger types can be used: drag, pull, and fling.

1. Fling trigger

The fling trigger was applied to a side menu layer, using a move response to shift it into view. However, there was a problem – the sidebar was off-screen, making it unclickable.

To fix this, the fling trigger can be applied to any visible object, affecting the sidebar indirectly. A better approach is to add a touch area, extending the interactive zone without requiring invisible layers. This is a clever and efficient way to improve usability!

To close the menu, a second fling trigger with a move response can be used or a reset response (as seen in Unit 1). One downside is that the trigger must fully complete before the menu moves, which feels slightly unnatural from a user perspective.

2. Pull trigger

The pull trigger works differently – it’s based on distance pulled rather than absolute position. This means the menu moves in sync with the user’s finger, making it a more intuitive way to implement slide menus. Additionally, when released, the menu will automatically snap open or closed based on its position.

The instructor also mentioned that the pull trigger is perfect for pull-to-refresh interactions, which is great to know!

3. Drag trigger

The drag trigger behaves similarly to fling but requires a move response. By default, dragging moves the object in any direction, but setting it to horizontal-only in the properties panel restricts movement.

A potential issue: Users can drag beyond the intended position. To fix this, custom limits can be set in the properties panel. However, the menu still doesn’t snap closed by itself.

To fix this, we use a touch-up trigger combined with a condition response. This allows defining a threshold – if the menu is more than 50% open, it stays open; otherwise, it snaps closed. Constraints make interactions much more flexible!

Further learning

At the end of this unit, the course provided additional tutorials showcasing what’s possible with ProtoPie. These examples were inspiring and raised my interest of advanced interactions. The unit concluded with another knowledge test, reinforcing the learning experience.

Conclusion

Completing Unit 2 of the ProtoPie 101 Crash Course was an exciting and rewarding experience. The structured approach made even complex interactions easy to follow and I now feel confident in creating sophisticated micro-interactions.

ProtoPie’s approach to prototyping continues to impress me – especially its flexibility, intuitive design and developer-friendly handoff process. I’m eager to continue learning and exploring more advanced features in the upcoming units.

Resources

https://learn.protopie.io/start

https://learn.protopie.io/course/protopie-101

https://cloud.protopie.io/p/1a8b65c2398caca10872b720?ui=true&scaleToFit=true&enableHotspotHints=true&cursorType=touch&mockup=true&bgColor=%23F5F5F5&bgImage=undefined&playSpeed=1

IMPULSE #1.3

Secret to Organize Your Genealogy

The book Secrets to Organize Your Genealogy is packed with tips for staying organized while exploring your family history. It goes beyond just managing research — it’s really about creating systems that make the process easier and more meaningful. For my master’s thesis, which focuses on building a genealogy app prototype to help families connect and preserve their stories, this book has been extremely helpful with its tips. It’s given me ideas not just for organizing information but also for how design can shape personal and family connections in impactful ways.  

How This Book Connects to My Thesis  

One of the biggest takeaways from the book is how important it is to have a clear system when organizing family history. Whether it’s through research logs, checklists, or file-naming systems, the book emphasizes the need for tools that make it easier to keep track of discoveries. This is a direct inspiration for the prototype that I’m making for my master’s thesis, where I want families to feel empowered to store and share their stories without feeling overwhelmed. For example, the idea of using tagging systems or interactive charts to organize information could be a perfect fit for my app, making it intuitive and user-friendly (as some of the people I had interview for my user research also suggested).  

The book also highlights the emotional side of genealogy. It’s not just about collecting data — it’s about preserving memories and creating a legacy for future generations. This aligns perfectly with the goal of my app, which isn’t just a tool for research but a space for families to bond and collaborate. By creating a platform where people can share photos, stories, and even unresolved questions, I hope to build something that strengthens relationships across generations.  

Why It Matters for Design  

This book has also made me think about how good design can transform complex processes into enjoyable experiences. Genealogy often feels overwhelming because of the sheer amount of information involved, but a well-designed system can make even the most complicated tasks feel manageable. For example, the book’s emphasis on keeping things simple — like using consistent file-naming systems or clear workflows — is a great reminder that design should focus on reducing friction and helping users stay organized.  

Another big thing is the importance of flexibility. The book talks about how different people have different ways of organizing their research, and I think that’s something every designer should keep in mind. For my app prototype, this means maybe giving users options to customize how they store and access their family history. Some people might want a visual timeline, while others might prefer detailed logs. The key is to create a tool that adapts to the user, not the other way around. But I’ll tackle this problem appropriately when the time for that comes. 

How This Shapes My Future  

Reading this book has not only influenced the way I think about my master’s thesis but also how I see my role as a designer. It’s reminded me that design isn’t just about aesthetics or functionality — it’s about creating tools that make life better and more meaningful. In my future work, I want to focus on building systems that bring people together, whether it’s through storytelling platforms, collaborative tools, or something entirely new.  

This book has also reinforced the idea that good design is a process. Just like genealogy, it requires patience, lots of work, attention to detail, and a willingness to adapt. As I move forward in my career, I hope I’ll carry these lessons with me, knowing that the best designs come from understanding people’s needs and finding creative ways to meet them.  

Conclusion  

Secrets to Organize Your Genealogy is for me more than just a guide for family historians — it’s a reminder of how powerful good organization and design can be. It’s given me fresh ideas for the app prototype that I’m creating for my master’s thesis. It helped me refine my approach to my prototype and inspired me to think bigger about the impact design can have on people’s lives. Whether it’s preserving family legacies or creating tools that make complex tasks easier, this book has shown me how design can truly make a difference. 

→ Impulse_07 | Universal Project Template – Bertrand de Becque (Summit Montréal 2019)

For the 7th Impulse, I came across the TouchDesigner YouTube channel, found Bertrand de Becque’s talk about the Universal Project Template. It was fascinating to watch how he managed to achieve so much using TouchDesigner.

Seeing his workflow made me realize just how wide and flexible TouchDesigner is as a program. It’s exciting to think about all the possibilities, but it also reminded me that mastering such a tool takes a lot of time and practice :‘)

What stood out to me most was how he created a reusable template. Rather than starting from scratch with every new project, he built a structure that could be adapted for different purposes. This approach seemed so smart and efficient. It made me think about my own thesis and how valuable it would be if I could create something similar. For example, if I manage to design a template in TouchDesigner that I can use for visualizing how languages “look” or sound differently, it could save me so much time. It would allow me to focus on experimenting and refining the ideas instead of repeatedly building everything from the ground up.

It was also very interesting to see how organized and well-structured his work was. This level of preparation gave him the flexibility to adapt his template for various scenarios, and I realized how much planning can make a difference in any creative or technical process.

This talk taught me that creating templates is not only possible but also extremely helpful, especially when working on projects as complex as my thesis. It’s something I want to explore for myself, even though it might take time to figure out how to structure it properly. The way he approached TouchDesigner inspired me to think about my workflow and how I can improve it.

I also learned that TouchDesigner is a very broad and powerful tool, offering endless possibilities. This is both exciting and overwhelming because there’s so much to learn and explore. It made me realize that while I’m excited to use it for my thesis, I need to be patient and allow myself the time to become more familiar with it.

Overall, this talk was very motivating. It opened my eyes to new ways of working smarter, and it gave me ideas for making my thesis more efficient and creative.

→ Watch the Talk: Universal Project Template – Bertrand de Becque

IMPULSE #1.2

Exploring Family, Connection, and Design: Lessons from Six TED Talks  

These six TED Talks highlight different aspects of human connection, family, and how we relate to one another. They each provide valuable perspectives that align with my master’s thesis and the prototype I’m building—a project focused on strengthening family relationships through design. These talks also offer broader insights into how design can shape the future and play a significant role in my career as an interactive designer.  

TED Talk 1: Yaniv Erlich – How We’re Building the World’s Largest Family Tree 

Yaniv Erlich’s talk explores how technology and crowdsourcing can bring people together by building a massive, interconnected family tree. With over 125 million individuals included, this project shows how data and collaboration can reveal not just personal connections but also insights into migration patterns, health, and relationships.  

For my thesis, this is a powerful example of how shared storytelling and collective input can preserve family histories and strengthen bonds. The concept of merging individual stories into a larger narrative mirrors my prototype’s goal: to create a digital space where families can connect, collaborate, and preserve their legacy. It’s also a reminder that design doesn’t just have to solve problems; it can bring people together and make them feel part of something bigger. 

TED Talk 2: Elizabeth Zion – The Need for Family Reunification

Elizabeth Zion shares her deeply personal story of growing up without her father due to immigration barriers. Her experience highlights how essential family unity is to a child’s emotional and social development. She makes a powerful case for governments to prioritize family reunification and remove the bureaucratic obstacles that keep families apart.  

This talk resonated with me because it underscores the emotional impact of family separation—a theme central to my thesis. My goal is to design tools that not only preserve family connections but also help families communicate and feel close, even across physical distances. Zion’s story reminds me of the importance of creating tools that offer emotional support and bridge gaps caused by distance or circumstances.  

TED Talk 3: Abigail Spanberger – How to Connect with People Who Are Different Than You  

Abigail Spanberger’s talk is about the power of asking questions and building relationships, even with people who see the world differently. As a former CIA officer and now a politician, she explains how understanding different perspectives is key to solving complex problems and creating meaningful change.  

For my work, this talk reinforces the importance of designing with empathy. It’s not just about creating tools—it’s about understanding the diverse needs of the people who will use them. Spanberger’s emphasis on building relationships and finding common ground inspires me to ensure that my prototype feels inclusive and adaptable for all kinds of families, with their unique stories and dynamics.  

TED Talk 4: Diana Greene Foster – What Happens When We Deny People Abortions?

Diana Greene Foster shares research from the Turnaway Study, which examines the long-term impact of being denied an abortion. Her findings reveal how life-changing decisions affect economic, physical, and emotional well-being. Foster’s talk goes beyond the topic of abortion—it’s a reminder that access to choice and agency over one’s life is essential for overall well-being.  

This talk is relevant to my thesis because it highlights the importance of creating environments where people feel empowered to make their own decisions. For my prototype, this means designing tools that allow families to take control of their narratives, preserve what matters to them, and pass it on in ways that feel authentic and meaningful. Foster’s talk also shows that design should focus on supporting users’ long-term well-being, not just their immediate needs.  

TED Talk 5: Amy Kurzweil – Time Traveling with AI to Connect with Lost Loved Ones  

Amy Kurzweil’s story about using AI to create a chatbot based on her late grandfather’s writings is both fascinating and emotional. She describes how this technology allowed her to connect with a family member she never met and explore his legacy in a new way. 

This talk is incredibly relevant to my prototype, as it illustrates how technology can make family history come alive. It’s not just about preserving the past—it’s about creating interactive experiences that allow people to engage with their family stories. Kurzweil’s project inspires me to think about how AI or other emerging technologies could be integrated into my work to make it even more personal and impactful.  

TED Talk 6: Clemantine Wamariya – War and What Comes After

Clemantine Wamariya shares her harrowing story of surviving the Rwandan genocide and her journey as a refugee. Her talk is a powerful reminder of the resilience of the human spirit and the importance of storytelling in healing and understanding. 

For my thesis, Wamariya’s story underscores the need to preserve and honor family histories, even those marked by trauma. Families often carry untold stories that shape their identity, and design can play a role in helping them share and process those stories. Her talk also reminds me that design can be a tool for healing, creating spaces where people feel safe to share their experiences and connect with others.  

Impact on My Future Work and Design  

These talks have given me so much to think about—not just for my thesis but for my career as a designer. They highlight how design can be about more than just functionality; it can be a way to connect people, bridge divides, and preserve what makes us human. 

In my future work, I want to create tools that foster connection and empathy, whether that’s through storytelling platforms, inclusive interfaces, or innovative uses of technology like AI. The themes from these talks—collaboration, empathy, agency, and resilience—are lessons I’ll carry forward as I design for a more connected and compassionate world.  

Design has the power to shape the future, and these talks remind me of the responsibility that comes with that power. As I work on my thesis and beyond, my goal is to create designs that honor people’s stories, bring them closer together, and leave a lasting impact.  

Impulse 08 // Electric Dreams

„Electric Dreams“ Kill All Others (Fernsehepisode 2018) – IMDb

For my final impulse blog post of the semester, I decided to re-watch one of my favourite episodes of the Philip K. Dick television series Electric Dreams, called Kill All Others, and analyse the role of technology and interfaces in this dystopia. The following is a short summary without spoiling too much, so you can still watch it yourself, which I highly recommend. The episode presents a future where mass media, consumerism and propaganda shape the perception of reality. It follows Philbert Noyce, a factory worker, in a world where a single political candidate dominates the media and spreads an ominous message: „Kill all the others“. While most citizens accept this statement without question, Philbert is disturbed. As he begins to notice disturbing details in his environment, such as the omnipresent holographic advertisements and growing social conformity, he realises that his scepticism makes him an outsider. His refusal to engage with voice-activated technology and his preference for tactile interactions highlight his resistance to blind conformity. But in a society where asking questions is dangerous, his refusal leads to his end. The episode explores themes of control through technology that are highly relevant to the study of Calm Technology and Tangible Interfaces. It presents an exaggerated version of our current digital landscape, offering valuable insights into the implications of technology in everyday interactions.

» Electric Dreams

In Kill All Others, consumerism is driven by holographic advertisements that are directly linked to products, creating an illusion of authenticity. These holograms interact with consumers as if they have real emotions, making the experience feel personal and engaging. However, these interactions are entirely artificial and designed solely to manipulate and persuade. This highlights a major problem with modern technology: the replacement of real human connections with simulated digital experiences.
Calm Technology aims to reduce this overwhelming presence of digital distractions by integrating technology more seamlessly into everyday life. Instead of bombarding users with aggressive notifications, advertising and emotional manipulation, Calm Technology prioritises subtle and meaningful interactions. Tangible interfaces could play a role in countering digital consumerism by encouraging real, physical engagement with products and services rather than relying on artificial digital interactions. For example, instead of a holographic assistant selling a product, a Tangible Interface could allow users to explore the features of an item through touch, movement or changes in texture, encouraging a more mindful and intentional relationship with technology.

In the episode, most of the world operates via voice-controlled routers, making interactions seamless but also impersonal. Philbert, however, continues to use tangible buttons, setting him apart from the majority. This reflects a critical discussion in interaction design: while voice control and other intangible interfaces offer convenience, they often remove the physical engagement that strengthens a user’s connection with technology. Tangible interfaces offer an alternative by maintaining the physicality of interaction. They provide feedback that is not only visual or auditory, but also tactile, giving users a greater sense of control. In the case of Kill All Others, Philbert’s reliance on tangible buttons can be seen as an act of defiance. He values the certainty that comes with physical interaction and resists the abstract nature of voice commands, which can be easily manipulated or misunderstood. This is closely related to Calm Technology, as tangible interactions allow users to remain in control without being overwhelmed by digital noise. A future designed with Calm Technology and Tangible Interfaces in mind could balance the convenience of voice control with the reliability of touch-based interactions. For example, rather than relying solely on voice assistants, smart home devices could incorporate physical interfaces that provide intuitive and non-intrusive ways to interact with technology.

One of the most striking ideas in Kill All Others is how Philbert is labelled „too tactile“, as if his preference for physical interaction is a flaw. His scepticism and reliance on touch makes him resistant to the influence of the media, as tactile perception is harder to fool. This reflects an important advantage of tangible interaction: it provides a direct and reliable form of engagement with technology.
In a world where digital information can be manipulated, a focus on tactile interaction could act as a safeguard against misinformation. For example, in Internet of Things (IoT) design, physical objects that translate digital messages into tangible experiences could help users process information in a more grounded and thoughtful way. Rather than overwhelming users with constant digital alerts, these interfaces could use subtle physical changes, such as changes in temperature or texture, to convey information. This would allow for a calmer, more meaningful interaction with technology, reducing the risk of mindless engagement and manipulation.

As is often the case, fiction can be a great source of inspiration and warning for many things in our time. So if you haven’t seen Philip K. Dick’s Electric Dreams series, I would strongly recommend that you do, because it visualises important issues and makes you think about what our future should look like.