Other Projects

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UniHive

Social Media Platform design

UX research & user interviews · Requirements definition · Information architecture · User flows & journey mapping · Interaction design · Wireframing & prototyping (Figma) · Usability testing · Iterative, user-centered design

The project was done as course project for a social network for students at University of Skövde. UniHive is a concept for a mobile social platform designed to strengthen the sense of community among students by making it easier to meet new people, build connections, and discover student life activities. The conceptual design was intended to formulate a singular site for student culture, student connections, and reach out to both support channels and university personnal.


The project was developed through a user-centered design process that included student interviews, the creation of personas and scenarios, and iterative development from early sketches to a low-fi prototype in Figma. The platform combines core social features such as profiles, chat, groups, and events with student-specific elements, including section affiliation, campus contacts, and a gamified system where students collect badges and experience points through event participation. Through prototyping and heuristic evaluation, the design ensures strong usability, clear navigation, and a mobile-first interface, with the goal of creating a more inclusive, engaging, and accessible digital meeting place designed specifically for university students.

UniHive draft
Unihive low
UniHive prototype

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Gothenburg Filmfestival

Service designer

User research · Service design · customer journey maps · business model canvas · service blueprints · Personas · Concept development

· Experience design & prototyping

The project involved a theoretical evaluation of the Gothenburg Filmfestival utilizing sequencing to evaluate the festival experience. The festival is about movie experiences from around the world on a large spectrum of different cultural movie creations, leading to a further developed focus outside of the movie watching to encapsulate the festival feeling. Both to reach out to new target audiences but also to high-light and create engagement outside of the cinema. 


The project created artifacts in the forms of customer journey maps, personas, moodboards, business model canvas and service blueprints. Based on analyzing the festival experience and target audience interviews. 


The project concluded with a digitization plan, including an app for the event, a digital membership card (previously received physically in the mail), customizable schedule and a interactive map. The map is intended to track event-associated bicycles, events, cinema showings, food trucks and restaurants connected to the event. All features intended to modernize the movie experience, attract new audiences and take the festival out of the cinemas to allow further cultural engagement.

Business model canvas
Business model canvas
Service Blueprint
Service Blueprint
Moodboard
Moodboard
Jakob - Customer Journey Map with experience & touchpoints
Jakob - Customer Journey Map with experience & touchpoints
Sara - Customer Journey Map with experience & touchpoints
Sara - Customer Journey Map with experience & touchpoints