IMPULSE #4 – TED Talks

For my last blogpost in November, and with the deadline suddenly very close, I decided not to overthink what activity to choose. Instead, I made myself a TED Talk evening, letting myself wander, research, and explore until I found talks that could spark something meaningful. And surprisingly, I found a lot. Five talks, all circling around creativity, identity, and what it means to navigate the design world with many interests at once.

The art of being yourself by Caroline McHugh

McHugh talks about identity as something you grow into, not something you force. Her reminder that we spend too much time comparing ourselves to others felt painfully accurate. Comparison is constant in design. This talk made me reflect on how designers form their identities in a field that almost encourages fragmentation. It helped me see that having many interests doesn’t weaken identity, it shapes it. Identity in a multidisciplinary industry isn’t about choosing one path, it’s about understanding your own mix.

The power of creative constraints by Brandon Rodriguez

Rodriguez argues that constraints aren’t the boundaries of creativity, but the foundation of it. Drawing from engineering and scientific history, he shows how many major discoveries were made by accident and how those “mistakes” revealed new constraints that pushed innovation even further. In science, limits don’t shut creativity down, they activate it. And the same is true in design. As someone who often feels overwhelmed by endless possibilities, this talk reminded me that constraints, whether tools, time, or even my own abilities, can actually guide ideas instead of restricting them.

Embrace the Shake by Phil Hansen

In art school, Phil Hansen developed a hand tremor that made his signature pointillist drawings impossible. He felt lost, like his entire creative identity had collapsed, until a neurologist told him something simple: embrace the limitation. That shift changed everything. Instead of fighting the shake, Hansen used it, exploring new materials, motions, and techniques. His story shows that creativity doesn’t vanish when a skill becomes shaky; it evolves. And for generalist designers pressured to “excel” at everything, this is a powerful reminder: working with our limitations, not against them, can open up completely new creative paths.

Where good ideas come from by Steven Johnson

People often credit their ideas to individual “Eureka!” moments. But Johnson shows that history tells a different story. He takes us on a fascinating tour, from the “liquid networks” of London’s coffee houses to Charles Darwin’s long, slow hunch, all the way to today’s high-velocity web. Creativity, he explains, emerges from the slow collision of many influences rather than sudden inspiration. Again, an impulse connected to exploring multiple interests, showing that a broad mix of experiences can be the fertile ground where ideas grow and intersect.

How to build your creative confidence by David Kelley

Is your school or workplace divided into creatives versus practical people? Kelley challenges this notion, emphasizing that creativity isn’t reserved for a chosen few. Drawing from his legendary design career and personal experiences, he shares how confidence to create comes from taking small risks repeatedly. Throughout my life, my biggest obstacle has been people discouraging my ideas, but I am learning that I have to ignore them to succeed. Kelley’s message resonates deeply for anyone navigating multiple roles or interests: creativity grows when you trust yourself and keep experimenting, even in the face of doubt.

In the past, watching TED Talks often felt like a task (assigned by teachers or professors), something to check off a list. This evening, however, it was entirely different. I watched out of genuine curiosity, letting myself be inspired, challenged, and surprised. Sometimes, the most valuable insights come when we follow our own impulses and let ideas find us.

Disclaimer: This blog post was written with the help of AI for better grammar and correct spelling.

IMPULSE №2

Designing for complex UI with Vitaly Friedman

A while ago I worked on a CMS system for an online shop. It was a dense platform with many connections between features. Our Lead Designer created the main structure and I took care of the Design System and new components. The work was very analytical. No banners. No decorative visuals. Every color and spacing value followed strict rules. I handled hundreds of input fields, tables, filters and other parts that needed to stay consistent.

When I started thinking about my master’s thesis last year, one idea was a gamified platform for patients and doctors. Healthcare is known for high complexity and heavy cognitive load. Even though I had worked with CMS systems and dashboards, enterprise UX was still new to me. This is why I became interested in the work of Vitaly Friedman. He speaks often about complex interfaces. I watched his talk for the UX Healthcare community called Designing the complex UI. It helped me understand how to plan such projects and how to measure if a design works.

In the talk he explained common problems in healthcare and enterprise systems. They often hold too much data. They contain many layers. They have strict dependencies between features. These systems overwhelm users fast if design is not careful.

His first point was about deciding what matters most inside the product and for it he uses Task Performance Indicators. These metrics show how fast and how successfully users finish important tasks. They help designers move away from guessing.

His second point was about choosing the right user groups. He suggests three user segments. Then he suggests finding 30-40 to participants for testing, cause half of them will likely drop out so a larger pool matters.

Then he talked about creating tasks for each segment. Each user gets ten to twelve short tasks. Every task needs one clear correct answer. Descriptions should stay under thirty words so users understand them without stress.

And when the design is on the production, track these metrics regularly – every 6 to 12 months depending on the speed of the team. This shows if design choices are helping or making things worse. He also suggests bringing the same eighteen participants back when possible. This keeps the comparison fair.

He showed the EU Parliament website as an example of a heavy and well structured system. It supports twenty languages and multiple search engines and several CMS platforms, still it feels simple for the user.

At the end he mentioned sustainable design. It is often viewed as a topic for developers and project managers. Designers still need to stay aware of it. Sustainable UX keeps systems efficient and reduces waste. It is easy to forget about it when we focus only on usability.

This talk helped me understand how large systems work and what to pay attention to when planning my thesis topic.

I used ChatGPT to check the spelling and grammar of this text

Impulse #3: Nadieh Bremer, WebExpo 2025

This blogpost will be a reflection inspired by Nadieh Bremers’ WebExpo 2025 talk Creating an effective & beautiful data visualisation from scratch with d3.js. Bremer demonstrates how visual interfaces can be designed to convey information clearly and emotionally. She outlines a design process that begins with understanding the data’s story and ends with polishing details such as visual hierarchy, color, and interaction. Her approach emphasizes that visuals should not only communicate facts but also evoke engagement and a sense of discovery. I rewatched the digital documentation of her talk to recap the content of her presentation.

Bremer presents visualization as a communication medium, where design choices directly impact user comprehension and emotional experience. Clarity reduces frustration, while appealing design increases motivation to explore. This perspective positions data visualization as a critical component of user experience, not merely a decorative or aesthetic layer.

Learning about new technologies for data visualization

When I encountered Nadieh Bremers work, I was already familiar with data visualization, but mostly through print media and a little experience with Processing. Designing layouts for magazines or static posters taught me how much data visuals can influence perception and guide a narrative. Around that time we went to WebExpo, I got into JS coding but wasn’t aware of the posibilities to use it for data visualization. Her projects demonstrated what I had been missing in print -> interactivity and adaptivity.

Why adaptive data visualization matters for a good user experience

During my deeper dive into adaptive data visualization literature, I explored a research paper focusing on real-time decision support in complex systems. It argues that static dashboards are no longer enough to support organizations facing rapidly changing data environments. Instead, visualizations must adapt to:

  • Incoming data streams
  • User interactions
  • Context shifts
  • Multivariate complexity

Adaptive systems combine machine learning, real-time processing, and flexible visualization layers to support faster and more informed decision-making. This means that the visualization is not just displaying data, it is interpreting and reacting to it. The paper specifically highlights D3.js as one of the technologies capable of creating these highly flexible and dynamic interfaces. Unlike pre-built dashboards, D3 allows developers to adapt interactions, transitions, and representations directly to user needs and situational changes.

In my earlier blog posts I wrote about affective computing. Combining the gained knowled I came to a conclusion: If a system can visually adapt based not only on the dataset, but also on the emotional state of the user, could generate a better user experience?

Sources:

https://slideslive.com/39043157/creating-an-effective-beautiful-data-visualisation-from-scratch

https://www.researchgate.net/publication/387471439_ADAPTIVE_DATA_VISUALIZATION_TECHNIQUES_FOR_REAL-TIME_DECISION_SUPPORT_IN_COMPLEX_SYSTEMS

IMPULSE.03 // Innovations in healthcare

Yesterday I listend to the episode Innovating healthcare by the Service Design Podcast. It features Brian Desplinter and Jurgen De Klerck who are collaborating at AZ Groningen, a hospital in Belgium, about healthcare innovation, with a focus on the use of 5G technology for advancements.

They mention that co-creation of solutions for challenges across hospitals and industries are vital for innovations. In health care the potential of messing something up is extremely risky. Especially in highly stressful environments like the hospital.

Something that was super interesting to me was that Brian was asked to shadow medical departments. Over the course of a year he watched the daily activities of the doctors and nurses in different departments to see where there were problems and to come up with new ideas. I’m curious to find out if this innovation center of the hospital in Belgium is comparable to anything here in Austria.

The challenges in healthcare are evident worldwide due to the eldering society which leads to the shortage of staff. This calls for innovative ideas to make processes in health care more efficient. The guests on the podcast mention that innovation is not only about technology. Its how you integrate the technology into the system.

Nowadays the demands and standards from patients are much higher than 10 years ago. People want to have seamless experiences but innovation is slower in healthcare because the bureaucracy that is tied to healthcare is always a problem.

The podcast touches on the use of VR in healthcare, such as in speech and aggresion therapy, highlighting the potential for creating optimal, controlled environments. The future of healthcare, they suggest, will likely be heavily influenced by wearable and on-demand technology.

Looking at the current state and future of healthcare, the speakers articulate the need for a more preventative approach, maintaining health rather than treating disease. They believe the way forward lies in closer collaboration between service designers, healthcare professionals, and patients.

The episode ends with Jurgen stating that people interested should send him a message and he can give them insights of their work of the hospital over a coffee. I’m kind of intrigued to see if he can stand up to this offer. Maybe I will travel to Belgium soon…

Link to the episode: https://open.spotify.com/episode/6Te3pgrvYndt1KEr0l7BlV?si=c55b231243e94747

No AI was used to create this blog post.

IMPULSE.02 // How to design services that work

When think about how often we interact with services it really is shocking how poorly designed a lot of them are. Good service design, a book by Lou Downe, the former Director of Design for the UK Government. She was involved with the design https://www.gov.uk/. In her book, Downe gives a guideline of 15 points of what to look out for when designing a service.

What is a service?

Short answer: A service helps us do something we want to do

A service can range from something as tiny as buying a bottle of water to something huge like registering to get married. What makes a service a service is that it combines multiple organizations into one (hopefully) seamless experience for the user to get to their desired goal.

The 15 principles for good service design

  1. They have to be easy to find
  2. Clearly explain its purpose
  3. Set a user’s expectations of the service
  4. Enable each user to complete the outcome they set out to do
  5. Work in a way thats familiar
  6. Require no prior knowledge to use
  7. Be agnostic of organizational structures
  8. Require the minimum possible steps to complete
  9. Be consistent throughout
  10. Have no dead ends
  11. Be usable by everyone, equally
  12. Encourage the right behaviours from users and service providers
  13. Quickly respond to chage
  14. Clearly explain why a descision is made
  15. Make it easy to get human assistance

I haven’t read the entire book yet but I would like to point out what really stuck with me and that I want to focus on in my thesis.

In chapter 7 Be agnostic of organizational structures, Downe mentions that it is vital to a service must not show the hidden structures of the organizations it’s combining. She uses the term “siloed” a lot, which basically means that parts of organistations are isolated so much and don’t share data efficiently between each other. It’s less collaboration and more work for the user. I think this is extremely true for health care in Austria because the transfer of data and knowledge relies on so many different tools that it’s confusing and overwhelming to deal with.

Downe believes that the sub-organizations need to agree on a common goal in order to work together seamlessly. Once this foundation is set it can help to create a permissive environment for collaboration.

I really enjoy how effectively this book conveys the most important aspects of service design and I’m sure it will provide lots of guidance when writing my thesis.

Random side note: Even though the overall design of this book is really pleasing I was extremely irritated by the bold font they used for the body text. This is not relevant to the content but it’s something that bothered and reminded me of the importance of visual hierarchy once again.

Link to the book: https://good.services/home

No AI was used to write this blog post

Impulse #4 – another museum!

This impulse is a continuation (or part 2) of my first post about my visit to the Children’s museum FRida & FreD. For the Gamification Course this semester we visited CoSA and looked at different parts of their exhibition. I talked to a staff member there and was able to find out that they actually work together with the Children’s museum FRida & FreD but have a slightly older target group. It was interesting to see how they approached the same concept of making complex topics tangible through interactive installations for different age groups. This exhibition gave me further insights into tangible information and learning. What was great is that I was able to see and test examples from many different subject areas such as finance, medicine, microbiology, tech (specifically the automotive industry) and STEM topics in general. Especially the STEM topics were something that really peaked my interest. Last semester I made a small prototype about tangible chemistry experiments without needing the actual laboratory.

Looking into more exhibitions was equally inspiring and insightful as I was also able to discover some approaches I didn’t enjoy so much, or thought weren’t conceptually great. The entire finance section for example I found quite boring and upon talking to some of my colleagues I discovered that they felt the same way. While some principles and ideas might have seemed nice on paper and were technically interactive, I felt that the way the content itself was displayed was not very creative or clever. The topics were still not always easy to understand and most „storylines“/games/stations took way too long. This was a helpful reminder that its not just the form that matters but its also the content itself that has to be adjusted. Simply placing it into a new medium, making it interactive by adding screens, buttons, voice control or an avatar does not make a topic easier to grasp or more fun. This highlighted for me that designing for engagement requires an alignment of content, format, and interaction method, not just “gamification”.

This was something the other part of the exhibition did much better. The stations were way more digestible in terms of length and information structure. An approach I found really great was the medical area that allowed kids to use actual operation and laboratory tools on fake scenarios and substances. I know this would have been something I would have loved as a child (and still really enjoyed now to be honest). From what I could see the kids there also enjoyed this immensely and stayed engaged throughout the whole process. Additionally what was executed nicely here, I think, was the storytelling. Apart from the cool interactions and real tools, the lengthy process never got boring. Diagnosing a patient and building a race-car were the two areas that did this best because there were constantly new steps and aspects to discover.

Both museum visits really reinforced my interest in tangible learning environments. However what I am still wondering is whether I can really find a new angle or topic that hasn’t been done yet. The setting of a museum is really interesting and it might also be fun to look into other target groups. Another interactive museum space I enjoyed was the exhibition on democracy in the Graz Museum. I feel like with these three I have a broad spectrum of target groups and topics to draw inspiration from and it might be worth looking into more.

CoSA: https://www.museum-joanneum.at/cosa-graz

Impulse #3 a book!

This impulse comes from a book I was reading: “Beschleunigung und Entfremdung” by Hartmut Rosa, a German sociologist whose work revolves around the concept of social acceleration. According to Rosa, advancements in communication, transport, and production have made things increasingly fast, creating expectations of efficiency and speed in almost every area of life. This ongoing acceleration, he argues, ultimately leads to alienation, distancing us from the world rather than connecting us to it.
In the book, he raises two key questions: What constitutes a good life? And why is it that we so often fail to lead one? Since the first is almost impossible to answer universally, he focuses on the second. Rosa says that both our individual and collective ways of living are in need of reform. He identifies time as the central issue, claiming that modern society is governed, coordinated, and controlled by an “intense and rigid regime of time.”

This phenomenon isn’t entirely new. Others have written about similar concerns (James Gleick, Peter Conrad, Douglas Coupland), but Rosa examines the idea more structurally. He asks whether we should talk about “social acceleration” (singular) or rather a sequence of accelerations occurring across various areas: sports, fashion cycles, video editing speeds, transportation, job markets, and so on. Fast food, speed dating, power naps, drive-through culture all show how speed has become a central part of every day activities and aspects of life.

Rosa categorises acceleration into three types:


Technological acceleration: the intentional increase of speed in transport, communication, and production processes, reinforced by new types of organisation and administration. Our perception of space and time has been reshaped. With space and time, space used to take precedence (due to our senses like sight, gravitation, etc.) this has now switched with „shapeless“ places like the internet taking over, shrinking space down or eliminating it entirely. For example the distance between London and New York, has shrunk to a fraction within the timespan of sailboats to the invention of planes, reinforcing the sense that time conquers space.


Acceleration of social change: not just the processes, but society itself speeds up: values, lifestyles, relationships, group dynamics, habits, even our social language. In the past, sons followed their fathers professions across multiple generations. Later, choosing their own career path for life became the norm. Now, it’s common for people to change professions several times within a single lifetime.


Acceleration of the pace of life: this one is paradoxical. Technical acceleration should, in theory, free up time. Yet people in western cultures increasingly report the feeling that time is slipping away. Time is perceived as a resource. What actually happens is that the quantity of tasks and experiences per unit of time rises. Instead of using speed and technological advance to create space, we fill the newly freed time with more activity.

All in all, this is a really complex topic and definitely too broad to tackle in its entirety. From a design perspective, I think it becomes important to set a small framework and pick one very specific aspect to focus on, whether that’s something like food, relationships, mobility, or another everyday field. I’ve briefly looked into Slow Design before, and I feel like it could offer an interesting approach to this idea of acceleration. Not in the sense of rejecting technology altogether, but more as a way of rethinking how we work with it (considering timing, intention and presence as design qualities). I think that could be an exciting angle to explore further.



Book: https://books.google.de/books?hl=de&lr=&id=QLY7CgAAQBAJ&oi=fnd&pg=PT4&dq=hartmut+rosa+theorie&ots=PVM4doUUVA&sig=A1RGw7OgClYj0LTPHh_Jais49ew&redir_esc=y#v=onepage&q=hartmut%20rosa%20theorie&f=false

Disclaimer: I used AI to translate this since the book and my notes on it are in german.

Impulse #1 – a museum!

For my first Impulse-Post I have chosen my visit to the Children’s Museum FRida & FreD in Graz. One of the topics I am considering for my masters thesis is tangible interfaces and embodied interaction. I already looked into this topic last semester and have considered children and the setting of learning and (STEM Education) as an interesting target group and subject. Tangible Interfaces allows for a many different approaches, angles which I have been finding hard to narrow down. I visited the museum with two friends of mine that had come to visit. Both of them worked on the exhibition as interaction and graphic designers so it was really interesting to get their perspective on the production and development of such an installation. The Exhibition was about Data Security and designed in a medieval aesthetic. This setting created many fun metaphors for otherwise abstract and (especially for children) hard-to-grasp topics. Choosing a medieval theme for a modern issue is a really interesting approach in my opinion but although I was skeptical at first and wasn’t sure if it would translate well, I really liked the outcome. I found the analogies surprisingly clear, the only thing I can’t say for sure is that kids fully understood the meaning, as I wasn’t able to talk to any (we went just before closing hours). I was however able to ask the staff and they had mostly positive feedback!

I think „play“, learning through making and exploration/curiosity are additional interesting keywords here, and have prompted me to look into this a bit further. What I will say is that in some parts the exhibition did rely on screens, which is something I would consider removing, if possible as I felt this sometimes took away from the immersive „magical“ feeling that was created. Another interesting part that sparked my interest was the storytelling. While the different stations alone were interesting I really liked the fact that there was an overall „quest“ and a companion that appeared at every station. This gave the whole experience a slightly more structured and guided feeling.

The biggest take-away for me (apart from the inspiring and creative interactions I got to try out), is that I have two options on how to approach this topic. I either need to pin down a very specific topic to explore in this thesis or I could go in a more general direction with an explorative thesis-approach where I ask a research question that is something along the lines of „how can interactive installations be designed to be more tangible for children?“. From there I could experiment with creating design guidelines or principles that can be generally applied to tangible interfaces/interaction. With the other option would have to pick a really specific topic and focus on making this tangible through existing methods. So I could either focus on the system and methods themselves or on the topic (like Data Security in the case of the exhibition).


Exhibition PDF: https://fridaundfred.at/wp-content/uploads/Ff_Damals-1410_Paedagogisches-Handbuch.pdf

tangible interfaces (a cool example): https://dl.acm.org/doi/pdf/10.1145/3490149.3502252

learning through making: https://link.springer.com/article/10.1007/s11528-017-0172-6

IMPULSE №1

Welcome to my first Impulse post 🙂
In this blog series, I will explore different topics connected to my master’s thesis project. At the moment, I’m considering two completely opposite directions for my thesis. One focuses on UX/UI interfaces in complex fields, while the other is rooted in creativity and expressive design. So don’t be surprised if the themes of the upcoming posts vary a lot, this variety is fully intentional and part of my exploration process.

For this first post, I want to talk about the Klanglicht Festival, because it was one of the most memorable events of October and a project that my classmates and I invested a lot of effort into.

What I Learned

Before the summer holidays, my teammates (Sara, Vefa, Alina, and Jessi) had already settled on our concept called “Wasser Rausch.” When the semester began, and Alina finished composing the soundtrack, we immediately started developing the visual elements.

To be honest, the process was challenging for me. Animation is not one of my strongest skills, and translating sound into visuals beyond the obvious choices, like circles and bubbles (our main theme), felt extremely demanding. Still, we managed to overcome that barrier.

1. Inspiration Matters

One of my first steps was searching for inspiration, and I found it in the creative works of Oscar Fischinger ( which were shown by our teachers before the summer), where shapes were simple but still impressive.



The other inspiration I found was in the opening titles of films. Title sequences helped me understand how animation can communicate the rhythm of a story, emotional tone, and even a character’s personality.


2. Teamwork Changes Everything

Dividing the workload turned out to be incredibly effective. I was genuinely lucky to work with such motivated and hardworking girls. One head is good, but five are amazing. None of us were experts in After Effects, yet everyone invested maximum effort into mastering their tasks. We also gave each other creative freedom, which made the final outcome unique.

3. Preparation Saves Time

This may seem obvious, but it’s difficult to follow when juggling multiple projects. At the beginning of the summer, I started learning After Effects just to get familiar with the basics. This early preparation helped a lot and reduced the amount of time I needed for learning during the production phase, although it definitely didn’t eliminate them entirely. Still, having those foundations made the whole process much smoother.

Connection to My Thesis

My second thesis idea was deeply inspired by small animated design details that feel almost magical. So my ultimate goal is to create a product where the interaction itself becomes enchanting. To achieve this, I plan to research motion effects, analyze which ones could enhance usability and emotional engagement, and eventually integrate the best ones into my project

I used ChatGPT to check the spelling and grammar of this text