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portfolio fífa jónsdóttir


1. Data visualization 2. Slow design 2. Game design 4. atomic amusement park 5. message in a bottle


DATA Visualization

RESEARCH We started by looking at what information was out there about ISIS and when we were digging around in news articles we found this picture of a pay slip (right) issued to a ISIS soldier where it is revealed that a fighter received a mere 50 dollars a month but was awarded bonuses for each of his wives, children and even sex slaves. That sparked our interest because we had never seen anything about how ISIS spends their money, so that became our focus.

With Theo Deutinger

ISIS

ISIS Budget spending Team: Fífa Jónsdóttir Anna Broe Cristensen

STORY

DENMARK SPENDING

SPENDING

63%

Information about ISIS spending was not easy to find. We pieced together and compared numbers around expenses from different articles but we realized that those numbers didn’t really mean anything to us so we tracked down similar information about Denmark to try to make sense of it.

MILITARY

2%

72%

24%

SOCIAL PROTECTION*

10%

POLICE FORCE

2%

3%

PROPAGANDA

0%

0%

CULTURE & RELIGION

7%

0%

PUBLIC SERVICES

13%

0%

OTHERS

100% = $ 2.000.000.000 MILITARY VS. HEALTHCARE Placing the spendings of ISIS and Denmark side by side reveals that countries are complete opposites especially when it comes to military and social protection. A striking fact is that an estimated 40% of the military expences is salary to the fighters *Social protection include healtcare and education

8% $ 165.000.000.000 = 100%

The expense numbers in each category were not really comparable so we decided to focus on the annual budget which for ISIS was 2 billion dollars which at first sounded like a lot of money but when we calculated how the money was spread over the area and compared that to other countries we realized that ISIS was not as well off as it sounded in the news.


FINAL RESULT The focus of this project was to research a subject and try to collect information from reputable sources and make sense of that information in an accessible way. When working with landmass or numbers in the millions it is very important to have a point of reference or at least something you are familiar with to compare the information to.

ISIS

DENMARK

90.800 sq km

43.000 sq km

2 sq km

$ 25.000 per sq km

$ 3.800.000 per sq km

$1.500.000.000 per sq km

$ 2 billion a year

$ 165 billion a year

MONACO $ 3 billion a year

We didn’t just want to make it simple and beautiful. We used color and font size as tools to tell the story which made the narrative even stronger. In 2015 ISIS had 2 billion dollars to run the area they controlled and that may sound like a lot but when you put it into perspective of other countries you can see that it is actually not that much.

ISIS BUDGET When hearing that ISIS has two billion dollars to spend per year you might suggest it is a lot of money. Yet compare ISIS to countries like Denmark, being half the area and 80 times

the budget and even Monaco that has a similar budget to ISIS, one will realize that when the money is spread very thinly. However the Central African Republic, the poorest country in

the world, is seven times bigger and has a five times smaller budget than the ISIS. so in fact it would be possible for Islamic state in terms of financial power to function as a country.


SLOW DESIGN A Collaboration project between Kolding and Kumasi

Team: Fífa Jónsdóttir Regina Piil Christiansen Signe Brøchner Cornelia Therkelsen

Kwandwo Casper Edward Nana Sei Delali Semevo Nana Quame Aikins


WHAT IS SLOW DESIGN?

DENMARK vs. GHANA

Slow design is an effort to contrast the ever accelerating technological advancements and the societal changes that come with them. Slow design aims to implement sustainable long-term solutions for people and the planet

We traveled to Kumasi and met our team mates and we spend quite some time getting to know each other and finding out how our lives differ. Each group visualized the general structure of society and it was quite interesting to see the differences.

OUR FOCUS We started our research in Denmark and while searching for a focus group we noticed that there was not much information about how these societal changes are affecting the older generation so that became our subject. We asked ourselves how the elderly in Denmark felt and interacted with technology. After visits and interviews we found that some people felt left behind when it comes to the fast paced technology that the society expects them to follow.

Through discussion we found that the older generation as a group are often left out of the conversation and underrepresented so we continued with them as a focus group. We figured that our solution should contain a way for the elderly to share what they know and be able to learn what they are missing from the younger generations. GHANA 60 years

DENMARK Pension

60 years

NO care

Nursing homes

Care

Kids after

Mariage

Kids before and after

Very important

Church

not as important

not accepted

Homosexuality

Accepted

when full

Transport schedule

On time


RESEARCH In Ghana the society is very family centered but it is also very common that they are left behind when their children move out. They rely on their families for support and if that is not viable they are left to provide for themselves because they can’t get any help from the government. After learning that most people do not have access to a pension (government employees do receive a pension) or nursing homes we went out to interview and experience how the elderly support themselves. When we interviewed people in different situations and it was interesting to see what they do for work and how they lived.

“The Weaving Man“ was blind on one eye and although he still has most of his family he works with his hands to support himself

“The Crafts Man“ also had his whole family around but finds joy and purpose by continuing working “The Water Lady“ sold water by the road which is a physically demanding job but she has no family so she is forced to work to feed herself. All the people we interviewed said that they would feel more comfortable if they could access some kind of support system so they could not be a burden on their family.


KNOWLEDGE sustainability

breaking habits

schools

invention

development

language

education

literate

useful

sense of self worth

TECHNOLOGY

emotions

common language

social media

no limitations

partnership

status

online jobs

technology

news

advertising

We wrote down areas of interest for the final concept and then clustered them and boiled it down to one question.

Our concept is formulated with the sharing aspect in mind and is in the form of a school system in collaboration with the government where everyone is welcome to sign up to be a member. You can choose if you want to be a teacher to share a certain skill or a student to broaden your horizon. As an example younger persons might be able to share knowledge about things from the modern society like technology and common language on social media. Older people might have life experience and traditional craft to pass on to the younger ones. This promotes communication and socializing between generations.

“How might we include the elderly in society by sharing knowledge between generations?”

This concept will be possible by utilizing the facilities of primary schools as they are not in use during evening hours.

The target group is elderly people from pension age and older. They want to be independent and do everyday stuff. They want to feel useful – that they still matter in society. We wanted to create a solution to fulfill this need both in Ghana and Denmark.

Classes will be two days a week so it is easier for people to attend and even though you are member attendance is optional. Members will have access to the schedule a month in advance which will be updated as people sign up to teach.

internet

SYSTEM taxes

pension

habits

PASSION contribute

government workers

help

independence

craft

exercise

learning by having fun

make it a game

have to vs. for fun

workspace

ILLITERACY

distance

illiterate

loneliness

useless

excluded

static

alienation

hobby

poverty

motivation

SHARING

meeting friends

family

sharing knowledge

between generations

the dot represents a point of interest to all group members to work further on

THREE CIRCLES MAP

breaking habits distance advertisement

common language

hobby

static craft sharing between generations

education?

technology development

usefulness?

IMPLEMENTATION

FINAL CONCEPT


WRAP UP To finish up and better explain our concept we made a stop motion video and to be able to do that in two days we split up and delegated the filming, editing and composing which was very enjoyable. We found it very exciting to experience how two cultures work so differently through a project like this. We also learned a lot about our own culture and even though our cultures are so different, we saw some similarities that surprised us. It was interesting to learn that the elderly in Denmark and Ghana had the same needs in relation to loneliness and usefulness. We also learned that what we thought was the need, was something different, which had great influence in our process. All in all a great learning experience.


t

k

RESEARCH

CONCEPT

I started by asking the question who playes video games and when. These were quite wide questions so I decided to look at how I view videogames to try and narrow down what kind of game I should make.

The idea for this game came from the time and skill constraints we had to consider. It had to be simple enough to work on most platforms both desktop and mobile, have a very low learning curve so it would be accessible to all age groups and finally be easy enough to code with javascript in three weeks.

Looking at my personal experience I realized that I very rarely play video games but when I do it it is when I am not connected to the internet or when I am waiting and trying to pass time.

So in short my goal was to create an intuitive game with a learning element that could also serve as a tool for relaxation.

So if I use games to kill time, why not add a constructive and skill building element to it?

l

o


FINAL RESULT

FUTURE APPLICATION

The game is played by pressing the corresponding letters as the ones that appear falling down from the top of the screen. The background is black because it is less irritating for the eyes especially if people play for a longer period of time. To get people to keep playing the color changes after each 100 points and that sparks curiosity about what comes next

While society has not made the permanent switch from typing out words to voice command we will still need to know the placement of the letters on a physical keyboard so this game is a good way to learn that without actually having to think about it.

The role games play in education and skill building is on the rise and with this game I tried to integrate learning and fun.

This game could also be a helpful tool to integrate new ways of typing, whether it is new layouts or positions of the hands.


CONCEPT What if the positive attitude that surrounded the atomic bomb and nuclear power never went away? This project is in the imaginary world of the atomic happy 70’s. Theme parks have always been a big part of American culture and was a place for families to get together to have fun. What if I made a convincing theme park concept that could fit in a 70’s setting with the irony of bombs being safe and fun for the whole family. Now we all know the horrific power of the atom bomb and it would be very ironic for us now to have a theme park that is all fun and games that celeberated the atom bomb instead of fearing it.

Miss Atomic Bomb, 1940’s


RESEARCH I started out by looking for things that made the atom bomb seem like a positive and patriotic force and the items that resonated with me were these toys that had the slogan: “SAFE, HARMLESS GIANT ATOMIC BOMB” In light of what we know now, the senseless destruction made possible with these bombs I thought it was an interesting angle to work from and so I was inspired to make something family friendly with an atomic bomb theme like an amusement park. That to me was quintessentially American. I also wanted my final result to feel real so I sought inspiration from layouts of theme parks from the 70’s.

The rides and the layout of the park was inspired by toys of the era and the visual language of nuclear energy.


?

Fat man

Little boy

The mascots for the park were inspired by the shape and names of the atomic bombs that were dropped on Hiroshima. turning those horrible things into sweet and welcoming mascots felt both unethical and perfect for this theme park.

The biggest villains in 70’s America were Communists so I thought it would be perfect to include a Communist Horror House in the theme park. This poster is inspired by vintage horror movie posters.


8

18

access to all our events and rides

access to all our events and rides

access to all our events and rides access to all our events and rides

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2 The layout of the amusement park is in the shape of a target which twists the idea that you would want to bring your kids to a place that would normally be intended for destruction.


Environmental and Service Design Designskolen Kolding and Tongji University

Team: Fífa Jónsdóttir Ayo Villum Krogh Harald Eliassen Yining Tang


EXPLORATION

RESEARCH

What we experienced on the trains and after interviewing locals was that people on the metro keep staring at their phones to avoid making contact with the other passengers. Many were feeling frustrated and exhausted after a full day’s work in a stressful and competitive environment and so they used the time on the train as a moment for themselves to relax. We wanted to see if we could use that calm atmosphere to make people connect with each other and feel less stress.

Through research we found that it is not common to talk openly about your problems in China and in a big city like Shanghai the pressure of succeeding can be very stressful and can take a toll on your mental state. So with this project we wanted to open up a conversation about mental health and give people the opportunity to take part without feeling judged. Mental health awareness in China started around the year 2000 but access to professional help is still not widely accessible. right now there is only 1 psychiatrist for every 80.000 people

USER JOURNEY in the Metro System

The way we propose to do this is by getting people to write

Handwritten letters people had left

down their stories on notes we provided and share them by

behind in a bookstore. You can feel

leaving them for others to find (that concept reminded us of a

the care people put into the writing.

message in a bottle), connecting the community and taking a step closer to better mental health.

ENTER

CALM

STRESS Getting down to the platform

EXIT

RELIEF

Quiet subway ride

RESTLESS

STRESS

Waiting for the train

Rush of getting out

Fresh air and natural light

CONCEPT The goal of Message in a bottle is to provide a platform for individuals to open up and be honest about how they are feeling and sharing that with other people through handwritten stories. Through research we learned that empathy will not fix the situation, but what can make it better is the connection.

SYMPATHY vs. EMPATHY EMPATHY fuels connection and feeling with people

SYMPATHY drives disconnection - BrenĂŠ Brown


DETAILS We wanted to design the notes so they would be easily accessible and people would not need to go out of their way to get them so we decided to incorporate them into things that people use every day like water bottles or coffee cups. It was important that the notes wouldn’t feel like trash so we decided to go with the coffee sleeve that is easily removable from the cup. When the concept of the notes was done we needed to find a way to get people to interact with them and how we could incorporate them into the system.

NETWORK

Does it feel like trash?

EMOTION MAPPING

How do we bring the stories into society? We made a campaign and an annual event connected to this service and with that we could make a connection to the community with the metro as the central point. The campaign should feel inviting and non threatening so it would reach the greatest number of people. The emotion map shows what we wanted the campaign to communicate.

SERIOUS

LIVELY

GROUNDED

VIBRANT

MODERN

ORGANIC WELCOMING DYNAMIC COMFORT

OPEN

POETIC MYSTERIOUS

CONCEPT AND USE People write their stories anonymously on designed notes and place it on the installation or in the train for passengers to find and so the story is spread. The one who finds the note can either share the story onto an online platform or write their own for others to discover.


Mental health awareness through empathic connection PHYSICAL MODEL There would be one central installation where the notes would be collected in the Tongji university station. We wanted it to be something beautiful and that inspired a sense of wonder in people. The installation would be made out of multiple Plexiglas boxes with slots where the notes could be left and displayed. It would be placed in an area that does not disrupt the flow of traffic but still visible to people passing by, inspiring curiosity and spreading awareness.

CAMPAIGN We chose those soft and welcoming colors to make the campaign feel approachable but we chose a very strict font to show that there is a serious undertone in it. This campaign is our proposal towards a change of mindset in the community. Together we take the first step towards a better and happier population.


FUTURE APPLICATIONS As a part of the mental health awareness week there could be events where actors were hired to read out the stories people left behind in the centerpiece. That could bring even wider awareness to the campaign and maintain the anonymity of the people shared their stories.


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Projects that include UI, UX and design thinking research

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Projects that include UI, UX and design thinking research

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