Gravity

Gravity

Role: Strategy, UX and Visual Design, Art Direction

Problem

Gravity is a Helsinki based print management company founded in 2010. Initially, their business model focused on print products (with traditional offering: offset and digital printed materials). Gravity was struggling to differentiate from their competitors and were forced to compete with price.

Solution

Together with founder Marko Heino we decided to change their business model from a product-based into a service-based model. This allowed Gravity to move in to a different market space, which is less risky and more rewarding. With the new service-based model Gravity helps their clients' daily work by managing the whole production process. This includes bidding and handling contacts with printing houses and advertising agencies as well as delivery companies. As part of strategy change Gravity also launched their web based ordering system which allows their clients to reorder material online.

Now their clients have more time to concentrate on improving their own business operations and marketing campaigns – "since magical campaigns do not happen when requesting quotes". After strategy shift Gravity formed partnerships with big international brands such as Boehringer, Abbvie and Finlandia Vodka. Currently Gravity is about to open new offices in other Nordic countries.

Their website is developed constantly. In May 2014 we are filming an introductory video about the company which will be embedded to site's home page and gradually we will be adding more references. Please, take a look what the site currently looks like: gravitynordic.com

Mooc

STO

Role: Service Design, UX and Visual Design

Problem

Suomen Turvallisuusosaaminen (STO) is a Finnish company teaching job safety to individuals and companies. In 2013 Turvallisuusosaaminen started designing an online learning environment which would use elements of gamification in order to create a powerful learning experience. This project included research on online learning environment and gamification, designing learning environments user experience, and was part of my Master's Thesis to Digital School Hyper Island.

After three months of exploration, reading numerous journals, benchmarking existing platforms and industry interviews I realised that gamification can work as a motivational tool, but without any pedagogical thinking, cannot produce a powerful learning experience.

Furthermore, I realized that current online courses focus on the course material delivery optimisation and not on improving of students' learning. Current courses are also restricted to symbolic top-down pedagogy, where student has to study and memorise sequences of contents offered by a teacher, after being tracked by a test.

Solution

When you think about the most powerful learning experiences you've had in your life, most of them have most likely happened through experiences and even errors, which allowed you to reflect and change your behavior. Therefore, the proposed solution is based on experiential learning theories, and especially on David Kolb's and Lev Vygotsky's ideologies. Their thoughts include learning through experiences, reflective thinking and tutoring the student to assimilate new information with existing knowledge.

Designed solution has also subtle gamification elements and considers different learning styles. Students have a possibility to choose a preferred learning style to gain knowledge by choosing tasks that require experiencing, problem solving, thinking or trying. To get a comprehensive perspective on the topic, please discover my digital learning environment prototype and read my Medium post.

Massive Open Online Course Prototype
Creating paper prototypes.
Massive Open Online Course Prototype
Testing initial digital prototypes.
Massive Open Online Course Prototype
Revised prototypes were tested with potential users and Swinburne University lecturers and managers.
Massive Open Online Course Prototype
User interface details from the proposed learning environment.
Helsinki Core Trainers

Helsinki Core Trainers

Role: Art Direction, Visual Design, UX and Front-end development

Problem

Helsinki Core Trainers is a fitness studio that offers services from personal and small group training to physiotherapy and running schools. Initially they had a problem, that no one really knew what the studio had to offer and how their atmosphere differed from traditional gyms. Together with the founders, we decided to redesign their digital presence.

Solution

I designed a very Spartan look, that itself tells the ambience and spirit of Helsinki Core Trainers. Service descriptions were written in detail and we also wanted to tell the stories and backgrounds of the instructors. Helsinki Core Trainers also started using a digital time management system, which helped their clients to register for classes with ease. Now all their classes are sold out and customers vary from regular sport enthusiasts to X-Games winners and Olympic medalists.

Wonder how the site really looks like? Visit site and find out more: coretrainers.fi

New Skype Concept

Skype

Role: Service Design and UX

Problem

Skype owns video calling, but their instant messaging is terrible. Therefore, many users change to WhatsApp, Couple, SMS, Facebook or other messaging tools for sending written messages. Coming up with the brief, Skype wanted new ideas to make their asynchronous communication more personal and user friendly.

Solution

We started solving the problem by using service design tools such as interviews, personas, journey and expectation maps as well as service prototypes. After 3 weeks of testing and prototyping different ideas with users, we focused on develop a solution around creativity and intimacy. With our concept users could send customized photos, drawings, text or even music to each other. This feature allowed users to tell stories from distant locations more personally. They could also record and send their own video emoticons, which would make instant messaging much emotional.

"The idea of making your own emoticons is brilliant. It makes Skype much more personal."
– Antonio Pedro Rezende, Senior Visual Designer at Skype –

Skype Design process
Lean process: observing users while using our paper prototypes gave us insights which features to develop and to discard.
Instrumentarium Web Design 2010

Instrumentarium

Role: UX and Front-end development

Problem

Instrumentarium is a Finnish equivalent of Warby Parker. In Finland, Instru is a market leader in optician services, along with eyeglasses, contact lenses and other wellbeing products with over 35% market share. Instru wanted to update their website with a goal to guide more traffic to their online store.

Solution

Final design was based on a grid layout which allowed users to view multiple offers, discounts, products and visual cues to the online store with a single glance. Layout was designed together with TBWA Helsinki in March 2010 and the solution improved conversion by 32 percent from the previous design. Website also enabled users to book a time for optical services.

Monster Recruitment

Monster Recruiting

Role: Information architecture, UX and Front-end Development

Problem

Monster is a global recruitment company and a pioneer of digital recruiting, being online since 1994. In Finland, Monster hosted two annual traditional recruitment fairs annually to promote job openings. During those fairs Monster faced difficulties in collect data from the visitors and weren't satisfied with the low attendance. In 2011, they asked our agency Loiste* to redesign the recruitment experience.

Solution

We transformed traditional fairs to online equivalents by creating digital booths to participating companies. At the booths, Monster's clients, from Nokia to Hewlett-Packard, could promote their company through videos, pictures and stories, post open job vacancies and communicate with potential future employees. Both fairs were held only for 30 days and became success stories. Each fair reached over 100 000 unique visitors and around 300 new jobs were filled.

Monster Flyers
Online fair was integrated with promotional flyers as well as with outdoor and radio advertising.

SC Johnson

Role: Strategy and Service Design

Problem

SC Johnson, with brands like Toilet Duck, Mr Muscle, Glade and Raid, promises to make homes cleaner, safer and healthier with easy-to-use products. Despite their intuitive brand images, the overall cleaning process is often quite complex. Users phase complicated instructions and abundant list of products. While studying at Digital School Hyper Island, we were asked to design a future cleaning concept for a clean and healthy home environment.

Solution

We first started to identify unnecessary experiences before cleaning, while cleaning and while enjoying a clean and healthy home. Through our research we identified numerous ways to improve cleaning experience and ease maintaining a clean and healthy home. Our final solution consisted of two parts: an application which would teach users how and when to clean, and a dispenser which would measure the right amount of right cleaning product for the identified dirty spots. Check out our case study video above.

Getting clean with Post-Its
Eliminating waste from the cleaning process: using post-its to figure out what are the unnecessary and unpleasant phases of cleaning.

TUI Travel

Role: Service Design and Visual Design

Problem

TUI Travel is a British leisure travel group which currently operates in 180 countries and have around 30 million customers. They are known for their all-inclusive vacation packages and their customers are mainly +40-year-old middle class and pensioners. With the brief, TUI and their creative agency AKQA challenged our Hyper Island team Cube Collective, to look for ways to engage younger travelers.

Solution

Youth travel is about budget, adventure and improvisation. As our solution, we created a concept that would allow young travelers to manage their budget, re-route trip on the go, access local offers and even tweet for tips with TUI’s global representatives. This concept also offered a solution to the problem that young travelers are often traveling without Internet connection. When booking a holiday with TUI, travelers would get a prepaid SIM card, which would keep them connected at all times.

PS. And yes, that's me flipping the cards on the video.

TUI App UI
App would have numerous budgeting tools to give detailed information how the money is spent.
TUI App UI
App would offer event suggestions from locals. Travelers would also see their own holiday plans with a possibility to alter them on the go.