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lars_jessen_portfolio

 

_latest

2008.ciid.nokia

Mobile UI

I was hired by Copenhagen Institute of Interaction Design, CIID to be part of their design team on a project for Nokia Design Copenhagen. I worked on the initial research and analysis as well as the concept and prototyping phase.

 

 

 

2008.struer.museum

B&O Soundscape

An interactive soundscape for a new Bang & Olufsen exhibition at Struer Museum. As visitors walk through the hallway into the exhibition, they are taken on a journey in the media landscape from the 1920s and to the present day. Using camera tracking the soundscape is altered depending on your position in the hallway. The project was done within the Sensescape design collective.

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2008.ideo

UI Prototyping

In collaboration with Mikkel Crone Koser from okdeluxe, I was responsible for creating a User Interface Prototype for IDEO in London. The prototype was created using Flash and Actionscript 3.

 

 

 

2007.lila

User Experience

I was brought in to help identify user needs and clarify the User Interface Strategy for Lila's webbased sharing tool. The activities included workshops, user interviews, creating personas, writing user stories and breaking these into use cases.

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2007.danmarks.radio

Public Service

In collaboration with shiftcontrol and Piotr Bromblik interactive and sound reactive visuals were built for DR's Public Service Festival 2007. I was responsible for creating the control software that performed beat detection on the live audio feed, and the user interface for controlling the visuals. I made a playable VJ interface using a midi controller with drumpads and sliders. Two arcade style controllers were placed on the dance floor, which allowed people in the audience to control aspects of the visuals as well.

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2007.zentropa.workz

WorkCamp

WorkCamp is a multidisiplinary summer school focusing on radical innovation and exploration of new virtual and physical worlds. The students work with real cases and are expected to develop concrete business concepts covering all aspects of design, economics, market and technology. I was invited as a 'master' to help the groups sketch and prototype their cases. The focus was on low fidelity video prototypes, and how they could be used as a tool for sketching user experience, communication within the design team and communication with stakeholders.

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_digit

2007.future.marketing.summit

Facial Fusion

Facial Fusion was a tongue-in-cheek installation for the Future Marketing Summit in London 2007. Attendees would answer questions by nodding or shaking their head and based on their answers be placed in a psuedo-demographic group. Face parts from similar people in that demographic would then be overlaid their own face. At the end they could get your facial fusion picture directly on their mobile by holding their phone up to the bluetooth touchpoint on the unit.

 

 

 

2006.sony.ericsson

BodyInMotion

BodyInMotion was an interactive experience promoting the K800i cybershot phone emphasizing its BestPic feature. When triggered a camera in the unit would capture a quick burst of nine images. This allowed people to freeze frame jumps and fast motions in front of the camera. The captured images was shown on nine life size screens and the user could choose the best one for print. The experience was wirelessly operated using the K800i handset.

Two units were produced and toured 10 European cities over a 3 month period.

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2006.wateraid

Water Shed

The Water Shed was a project for WaterAid installed at the Education Center at the Eden Project. By watering the virtual landscape with the garden hose or the watering can trees would start growing. Letters would appear from the branches like leaves and form quotes and facts about water usage in the UK and in the developing world.

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2005.shobana.jeyasingh.dance.co

Flicker

I worked closely with choreographer Shobana Jeyasingh to create real-time graphics for the piece Flicker. The visuals were generated by the dancers' movements using several camera inputs. The focus of the piece was the instability of human perception, and in key with this the visuals played upon the idea of visual breakdown where the abstract gave occasional glimpses of recognition.

The performance toured the UK in 2005 and again in 2006.

}video

 

 

 

2005.vodafone

3G Live!

This in-store experience was developed for Vodafone's Oxford St store. The aim was to engage customers in exploring Vodafone's 3G services. To reinforce the innovative nature of the services the interaction had to be new and unusual as well. A "minority rapport" style interface was created combining a transparrent projection material and a transparent touch film. The result was an experience of interacting with imagery floating on glass.

}video

 

 

 

2004.motorola

Motoglyph

The Motoglyph was developed for the Miami Winter Music Conference 2004 to reinforce Motorola’s commitment to music and youth culture. An electronic spraycan was developed which allowed people to draw and create sound on a large digital graffiti wall. The graphics and the "signature tune" created could afterwards be downloaded to your mobile.

The Motoglyph has since been used at numerous events and exhibitions around the world including Wired Nextfest, CES, MTV Fashionista, and recently at a contemporary design exhibition at the Pompidou Centre in Paris. In 2004 the Motoglyph was awarded a Lion at Cannes.

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_other

2006.onedotzero

Dandelion

This project was commissioned by onedotzero for the Transvision one-night exhibition at the Victoria and Albert Museum. I collaborated with Sennep to create an interactive dandelion where you could blow the seeds off using a real hair dryer. I was responsible for the technical solution both in terms of programming and the physical interaction.

The project was a prototype and we hope to rewrite the software and further develop the hardware to make it into a finished piece suitable for long term exhibitions.

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2006.goproces

GoTanke

This was a project developed for Danish company GoProces to create awareness about their thinking at a recent leadership conference in Copenhagen. Using facetracking thought bubbles were augmented realtime above the visitors' heads. The content of the thought bubbles aimed to inspire and provoke conversation about the company's views on organisational intervention and leadership.

The project was later shown at the international JAOO 2006 conference in Aarhus.

}video

 

 

 

2003 - present

experiments

I enjoy playing and experimenting with technology. I have included some of my experiments here because they reflect the range of my interest in technology and how we interact with it. Some of the projects have been part of the research at digit and some have been spare time projects.

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_university_main

2003.chalmers.university

bottled souls

bottled souls was an investigation of digital patina. It questioned the general sterility of digital objects and proposed a more personal and unique experience through “positive ageing” of the digital material. The project was manifested in an installation where sound was stored and aged in wine bottles. Several conceptual designs were developed in addition to the installation.

Exhibited at RE:EVOLUTION 24 May – 1 June at the Town Museum of Gothenburg. The project was emphasized in Computer Sweden by the Usability Network as the most interesting project at the exhibition.

}press    }www

 

 

 

2002.chalmers.university

AtmosPhere

AtmosPhere aimed to communicate social atmosphere over physical distance. The crystal ball reflects the atmosphere in a specific room. The trees moved and the fireplace glowed according to the sensor input of movement and sound received from the room, indicating what was going on in the room.

Exhibited at COMDEX SCANDINAVIA
14 - 16 January 2003, The Swedish Exhibition & Congress Centre, Gothenburg

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2001.aarhus.university

G13

G13 was an SMS multiuser role-playing game for teenagers. The game was set in a popstar/media environment and networking with other players - forming alliances and ultimately music groups - was crucial to get ahead in the game. The idea was to create a virtual game world that would also intervene in the players’ real world. The design work was grounded in extensive user research and user involvement.

The project was further developed at a later design course where the possibilities of Java enabled phones were explored.

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_university_other

2002.chalmers.university

ROTORINFO

"Rotate to read in focus" was the concept for this JAVA web browser for a PDA. Utilizing this technique we tried to overcome the limited screen space. The idea was to browse webpages in a context view and then turn the PDA to a downward position to enter the focus view where the pages could be read in a more comfortable "widescreen" mode.

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2002.chalmers.university

SuperstitionTech

With this project I tried to explore how technology could be employed in areas of superstition. This led to the development of three conceptual designs: ForgiveMe, IndianBracelet and GoodKarmaTable which initially were presented as part of a term paper.

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2002.chalmers.university

GreenSaver

GreenSaver was a design proposal for a climate control system for the Botanic Garden of Gothenburg. The design consisted of a central control unit combined with portable units which offered context sensitive information and controls. The design process followed a user-centered approach.

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2002.aarhus.school.of.architecture

DingBat

A tool for collaborative planning and development for teachers in the "folkeskole" (primary and lower secondary school). The project was an attempt to assist teachers bridge the gap between the new demands to teaching methods and the inadequate school buildings.

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