Impulse #8: Architecture of an Idea

After a few weeks of intensive learning and a complete rethink of my project direction, I realized that having a good idea is only half the battle. The real challenge lies in the execution, specifically, how to structure a complex project so it doesn’t collapse under its own weight. To get my head around this, I’ve spent the last few days diving into The System Design Primer, an open-source repository that has become an essential resource for anyone trying to build something a working system.

Thinking in Trade-offs

The most striking thing about the System Design Primer is its objectivity. It doesn’t tell you there is one right way to build a system. Instead, it teaches you that every technical decision is a trade-off. This was a very interesting perspective for me.

The documentation introduces the CAP Theorem (Consistency, Availability, and Partition Tolerance), which forces you to realize that you can’t have everything. You have to choose what matters most for your specific use case. Applying this logic to my own work has been a game-changer. It’s moved me away from trying to build a perfect project and toward building a logical one based on specific constraints.

The Power of High-Level Mapping

One of the most helpful sections of the Primer is the focus on requirement clarification. Before diving into code or hardware, the documentation insists on defining the scope:

  • User Personas: Who is this for?
  • Scale: How much data are we moving?
  • Performance: How fast does it need to be?

Mapping these out feels like a relief. It turns an abstract, overwhelming goal into a series of technical requirements. The Primer provides visual templates for high-level designs—showing how load balancers, web servers, and databases interact—which has helped me visualize my thesis as a functional architecture rather than just a collection of ideas.

From Confusion to Structure

There’s a quiet satisfaction in seeing a complex problem broken down into its component parts. The past few weeks have been fairly high-pressure, and the fog of choosing a new direction was real. But spending time with the System Design Primer has provided a much-needed sense of order. It’s one thing to have an interest in a global problem, but it’s another thing entirely to understand how to build a system that can actually address it. This documentation doesn’t just provide a technical library, it provides a way of thinking. It has taught me to look for the bottlenecks in my logic and to design my project with a focus on reliability and scalability.

I’m still refining the specifics of my research, but I feel much better equipped now. This systematic approach ensures that the final direction is not just an area of interest, but a calculated contribution to a complex, real-world environment.

Source: https://systemdesignschool.io/primer

Impulse #7: The Manual for My Hörtner-Inspired Pivot

It’s funny how things come full circle. After my transformative talk with Horst Hörtner about strategically tackling my Master’s thesis, I immediately went looking for resources to solidify that new way of thinking. Lo and behold, a book I’d previously added to my maybe later-list suddenly shot to the top: Strategic Thinking in Complex Problem Solving by Arnaud Chevallier. Diving into it now, it feels less like a new read and more like a detailed instruction manual for the approach Horst outlined.

From Vague Notion to Strategic Framework

My biggest takeaway from Horst was the concept of moving beyond just liking a topic or disliking a problem, and instead using those intuitions as strategic starting points. Chevallier’s book is essentially the blueprint for that process. It doesn’t just tell you to think strategically, it shows you how.

The core connection lies in how Chevallier tackles problem framing. Before I spoke with Horst, my approach was probably typical: identify a broad area, then try to force a research question into it. Now, with Horst’s guidance and Chevallier’s detailed steps, I’m learning to:

  1. Deconstruct: Break down the big, messy problem (like ocean plastic) into its fundamental components.
  2. Analyze: Identify the specific lever points where my current knowledge can actually make an impact.
  3. Synthesize: Reassemble these components into a clear, actionable research question.

It’s a methodical process that directly addresses the collect and form strategy Horst talked about, helping me organize those scattered thoughts into a logical attack plan.

The Power of Issue Mapping

One of the most impactful tools in Chevallier’s book for me has been Issue Mapping. This technique directly mirrors Horst’s advice to look at both what fascinates me and what I want to change. Instead of just holding these ideas in my head, Issue Mapping forces me to visually lay out:

  • The main question/problem: What exactly am I trying to solve?
  • The sub-questions: What smaller questions need to be answered to address the main one?
  • The hypotheses: What are my initial educated guesses or potential solutions?

This is exactly what I needed after those stressful weeks. It transforms the overwhelming feeling of a complex problem into a structured, navigable diagram. It’s like building a custom roadmap, where each turn represents a sub-problem, and each destination is a potential research outcome.

Aligning Knowledge with Leverage

The most practical part of Chevallier’s book is the focus on leverage. Horst challenged me to use my current knowledge. The framework helps me map my skills (like web development, prototyping, or systems design) against the sub-questions in my logic tree.

If I find a sub-question that is both a high-impact friction point and perfectly aligns with my technical portfolio, that’s the sweet spot for my thesis. It takes the guesswork out of the pivot. I’m no longer choosing a topic because it sounds cool. I’m choosing it because the logic tree proves it’s the most effective use of my skills to solve a problem I actually care about.

Impulse #6: A Conversation with Horst Hörtner

Finding a master’s thesis topic is often framed as a linear process, but in practice, it’s rarely that simple. I recently had a conversation with Horst Hörtner to discuss my current academic trajectory. I came to the meeting prepared with my previous projects and a defined topic, but I had to be direct: the current direction wasn’t working. Over the past few weeks, my interests have shifted significantly due to new input, leaving my original proposal feeling disconnected from my current goals. The talk centered on moving away from a random search for ideas and toward a strategic approach to problem-solving.

The Strategic Framework

Hörtner suggested a specific method for filtering thoughts into a viable research project. In a typical work environment, we don’t always get the chance to align our technical skills with our personal observations of the world. He proposed a dual-axis approach to bridge this gap:

  • Positive Indicators: What is currently fascinating or working well in the world?
  • Negative Indicators: What is broken, inefficient, or fundamentally frustrating?

By looking at the world through this lens, the goal is to identify a problem that isn’t just an academic exercise, but a “pain point” that requires a solution. The challenge is to use my existing knowledge base to address these frustrations in a systematic way.

Organizing the Thought Process

We used the example of ocean plastic pollution to test this logic. It’s a massive, complex issue, but the conversation focused on how to break it down. Instead of just thinking about the problem, the goal is to collect and form those thoughts into a technical solution.

This involves:

  1. Observation: Identifying the specific aspect of the problem.
  2. Analysis: Assessing if my current skill set can realistically impact that area.
  3. Synthesis: Structuring those observations into a formal research goal.

Key Takeaways

The most valuable part of the discussion was learning how to organize a high volume of new information and interests, especially after a particularly stressful few weeks of intensive learning. It wasn’t about finding an “eureka” moment, but about applying a more experienced, strategic filter to my ideas.

While I haven’t officially committed to the ocean plastic topic yet, the meeting provided a clear method for organizing my thoughts. I now have a framework to evaluate my new interests objectively and decide which one can be transformed into a solid, defensible thesis.

Impulse #5: Overlays Exhibition

We recently finished the Overlays Exhibition. I am writing this blog post because I learned so many new things and discovered new fields of interest. Completing the projects for the exhibition opened up a new way of systematic thinking. Creating working systems is now a core interest of mine. The experience at the exhibition also made me rethink my master’s thesis topic. Let me explain why.

My part in the exhibition

I was part of two very different projects, each of which, of course, had its own challenges. Looking back, the biggest hurdle wasn’t the coding itself, but the process of creating the Portfolio Machine Website. We spent a lot of time going back and forth on which technologies to use. However, once we finally agreed on the stack, everything shifted into high gear. We developed the entire system incredibly fast. It taught me that while picking the right tools matters, getting the whole team on the same page is what truly gets the job done. Also learning about different sensors and getting them to work together into a symbiotic system was absolutely fascinating.

The Deep Breath installation was a stressful part of the past few weeks. We were working with servos and electronics, and for some reason, we just couldn’t get it right. For weeks, we were stuck in a cycle of testing and failing. We managed to find the problem just a few hours before the exhibition started, which was a huge relief because the project was successful in the end. It’s fascinating, and a bit exhausting, how deep you sometimes have to research just to find a single solution. Seeing it finally work perfectly for the audience was such a rewarding experience, especially after so much uncertainty.

Rethinking my master’s thesis

Perhaps the most important thing I gained from Overlays was a fresh start for my Master’s Thesis. To be honest, I wasn’t happy with my previous thesis project at all; it felt stagnant, and I was losing interest in its direction. Being able to successfully integrate web development with electronics, using motors and sensors, gave me a new perspective on what’s possible. I’ve now pivoted my thesis to incorporate these new skills. I am not yet sure where this path will lead me, but I am sure it will be a good time.

Evaluation Masters Thesis – Task 3

The Masters Thesis „Exploring Slow Technology in the Home“ by Martin Krogh from from the Interaction Design Program at Malmö University (2015) is a new approach to interaction design in the context of (smart) technology in homes. The work is divided into two parts consisting of a first theoretical research, ending with research questions and a methodological chapter and a second practical part including field work, design making, user testing, reflections and a conclusion.

Overall presentation quality
Besides very few and minor formatting issues the thesis is is laid-out nicely with a clear, logical and comprehensible structure. Text is nicely supported with sketches and images especially in the practical part.

Degree of innovation
The thesis generally explores an under-researched and relatively new topic that hasn’t been studied much. Therefor it raises interesting new questions and aims to explore them in a playful, curious way while considering the little research and prevailing ideas that do exist in the field. It even introduces a semi-new methodology of slow provotyping. Although nothing entirely new is discovered or innovated, the design experiments that are conducted are very thought-provoking and offer a new perspective on current design approaches.

Independence
The underlying motivation for the thesis clearly has a strong tie to the authors own life and personal experience. Besides a literature research to better understand the current state of research on the topic ideas, interviews experiments and user-testings were entirely unique to the thesis and conducted by the author himself.

Structure and Organization
The thesis follows a very clear and logical structure which is especially well done considering how messy an explorative a design process such as this one can be. Dividing the work into two parts (theoretical and practical) makes it easy to follow the thought-process and understand how the ideas and findings came to be.

Communication
The writing is personal and engaging as well as academic and professional, which makes for an informative read, which at the same time doesn’t feel boring or dry. The visual documentation perfectly supports the practical part and makes the experimental ideas and somewhat abstract concepts understandable. I feel like even someone who isn’t well-versed in the design world could follow the thought-process of the experiments.

Scope
The scope of the masters thesis seems appropriate and well balanced in terms of research and practical experiments. Creating three prototypes is quite a lot, which makes up for the fact that there is no „final Product“. Given that this is an experimental project that aimed to explore, rather than develop, this fits the scope and fulfills the goal of the thesis.

Accuracy and attention to detail
The language is easy to understand, mostly correct, conscience, clear and scientifically accurate. The experiments are nicely described and supported with photos and sketches. As already mentioned the structure is logical and detailed but not repetitive.

Literature
The thesis uses a good amount and range of literature aas well as own research and seems to be cited fairly correctly with clickable links which make deeper research more easy.

Overall I really enjoyed reading this thesis. It was interesting as well as informative and really nicely thought out. Especially considering that this is an under explored field the theoretical research felt thorough and gave a good understanding of the current state of research. Also considering this was written in 2015 it is quite impressive how well the situation and development of future smart technology was assessed. It also had a clear goal leading through the thesis despite being explorative and experimental.

What I learned as the Best Practices For Designing an Intuitive Mobile Dashboard

A mobile dashboard may not offer the full functionality of its desktop counterpart, but it can still provide users with a scannable view of top-line data and statistics to let them make informed decisions. It can also give managers and executives the necessary tooling to quickly approve orders, contracts, and procedure and policy documents.

I drew from experience and other proficient UX Designers some of the best practices and key aspects that designers can use to design better mobile dashboards:

Smooth Navigation

Let’s start with navigation as this is how users will get acquainted with your dashboard and find the information they’re looking for. If the navigation for your mobile dashboard is clumsy or disjointed, or your search bar or navigation menu isn’t well suited to touch-based interactions, you are likely to turn off users.

Visual prioritization is key. Responsive mobile dashboards should communicate information quickly and prioritize it in a clear visual hierarchy. Another dashboard design best practice is using the principle of progressive disclosure to reveal information only when the user needs it.

Consider space, button styles, and the user’s first impression when converting a desktop design into its mobile counterpart. (Coinbase)

This mobile dashboard effectively uses space to prioritize the most essential options. Crucial buttons from the left-hand panel on desktop become the bottom navigation bar on mobile, a standard for mobile menus as the position falls into the “Z” page scanning pattern where users’ attention tends to land.

Responsive Tables and Charts

Designing responsive mobile tables and charts can be a challenge, but in my experience, the customer satisfaction it provides is worth it.

Generally, I advocate for responsive web designs that send a single code set to all devices but use fluid grids and media queries to change the appearance of elements based on a device’s size and orientation. This common and effective method is used in mobile dashboards to collapse table row headers into column headers in a set of stacked, standalone cards that can be scrolled through vertically. The approach offers an elegant mobile presentation that avoids squishing cells, while allowing the user to quickly peruse large amounts of data.

Button Design

Arguably, one of the biggest challenges in creating a responsive mobile dashboard is sizing and arranging buttons. Why? Because, unlike on desktop, you touch them, rather than select them with a cursor or keyboard command. They need to be big enough and spaced out enough to be tapped comfortably, and, due to the limited screen space, some will have to be collapsed into sub-menus or even hidden.

Kebab menus save space on mobile screens by enabling users to access hidden buttons.

Standard button design principles should apply to your mobile designs. I tend to divide button design into two main principles: You should present buttons in a range of styles (sizes, colors, and shapes) that denote their relative importance through visual cues; and the text label or icon associated with a button should connote its semantic meaning and intended function—for instance, whether the button affirms an action, selects a tool, navigates to a new page, or cancels an action.

But you may have important buttons that can’t be hidden. As an alternative to the kebab menu, you could simply increase the button size to meet the mobile guidelines and then stack them vertically. Another alternative would be to leave the most crucial buttons at full size and make secondary buttons smaller by replacing the text label with an icon. When considering which technique to use, decide which buttons are most essential on each page.

Conclusion

When the project scope and budget allow, it’s most efficient to consider how a responsive mobile dashboard will look and function as you’re building out the desktop version. This will save time and development costs later in the product life cycle, and it will also help ensure brand consistency across devices. It’s also paramount to recruit a skilled developer to assess the feasibility of various design approaches, and, where needed, define CSS rules for reconfiguring tables and charts. Above all, try to faithfully recreate as much of the desktop experience as you can: You may have to eliminate some features and functionality, but it’s important not to dumb down the design and to follow the UX design process.

Mobile dashboard UI shouldn’t be an afterthought. If designed with care and foresight, mobile dashboards can provide significant value to users.

#2.01 Prototyping and Speed Dating

Recap from last semester

In my last ten blog posts I researched about loneliness and social isolation, focusing on how we as interaction designers can combat loneliness and how we can design for connection. I started by defining loneliness and social isolation, discussing how they are measured, and sharing statistics on who is most affected and their impact on mental and physical health. I then introduced the Theory of Third Places, and how important public spaces are for well-being and social connectedness. This led to an exploration of Human-Centered Design for public spaces and how interaction design can help shape these environments to encourage social interactions. Since a large part of our lives takes place online already, I want to take a more analog approach but still does not forego a digital aspect. This brought me to interactive installations and how they can strengthen social interactions in public spaces. I looked at how to design engaging interactive installations and key factors to consider ensuring people participate and connect with each other.


Prototyping

The first task in Design & Research 2 was to create three lo-fi prototypes, ideally linked to our Master thesis. To be honest, I am not sure if I want to continue with this topic for my Master Thesis, but for now my three prototypes are connected to it.


Prototype 01 – COMMUNITY APP

Although I wanted to take a more analog approach to the topic of loneliness, I wrote down all ideas that came to my mind and the first one was a community app. An app where you can connect with people in your neighborhood. You can find people with the same interests and hobbies, borrow tools you don’t own, arrange pet sitters while you are on vacation, get help with household repairs and discover local events.


Prototype 02 – SMART SOCIAL BENCH

A bench equipped with a small display that lights up when someone sits down, signaling an invitation for others to join. The display offers small conversation prompts such as “Tell me about your day” or “What’s your favorite song?” to encourage interaction. Additionally, a two-player mini games are included to further facilitate engagement and interaction.


Prototype 03 – INTERACTIVE INSTALLATION

The last prototype is what I already thought about during the first semester – an interactive installation. A large screen installed in a public space, accompanied by two interactive tablets or screens that allow people to play mini games together, such as Tic-Tac-Toe for example. The setup is designed to encourage spontaneous social interactions among strangers or friends passing by. To make the space more inviting and inclusive, seating options are added nearby, providing a comfortable spot for people to watch the game, cheer on players, or even join in when a new round begins. This setup transforms the public space into a casual, engaging meeting point, fostering social connection through play and shared experiences.

Speed Dating

For the next class of Design & Research 2 we had to bring one of our prototypes. Since I already wrote about interactive installations, I brought my third prototype. We did a speed dating where we talked about our prototype with a different person every round to get more different insights, feedback and ideas. In the five rounds we got different task: guessing what the prototype was, suggesting additional features, describing it as if it is a dating profile, imagining a TED Talk about it, and reflecting about the most unexpected feedback.

Insights
  • Everyone I spoke with understood that my prototype is an interactive installation designed for two people to engage with each other.
  • One person suggested that instead of having a large screen with two control elements, I could use multiple small tables with built-in screens, allowing more people to interact rather than just two.
  • The description of the installation’s dating profile would be: Fun hanging out with.
  • Since I want to place the installation in a public space, I need to consider changing weather conditions and use waterproof materials. Additionally, the individual components should be securely built to prevent theft.

#07 How Interaction Design can shape Public Spaces

In our today’s fast paced and connected world, public places are gradually shifting from passive environments to places of interaction and engagement. As technology continues to change and improve, so too do the ways in which we experience and engage with the world around us. Public spaces are not only for physical gatherings but also serve as a platform for digital interaction, social engagement, and sensory experience. Interaction Design plays an important role in transforming these spaces. 

Interaction Design vs. Experience Design

Interaction Design:

This field focuses on how individuals interact with technology, their surroundings and the environment and, most importantly, one another. Its primary aim is to improve users’ understanding of what can be done, what is currently happening, and what has just occurred. Interaction design integrates principles from psychology, design, art, and emotion to create a positive and enjoyable experience for users.  

Source: https://uxdesign.cc/10-steps-to-interaction-design-ixd-6abe778cb8b8
Experience Design:

This practice focuses on creating products, services, processes, events, and environments with an emphasis on the overall quality and enjoyment of the user’s experience. The goal is to ensure a seamless, engaging, and meaningful interaction throughout every stage of the experience. 2

How Interaction Design shapes public spaces

How people perceive the world around them is a key question in urban planning, and it’s central to Kevin Lynch’s groundbreaking book, The Image of the City (1960). In this work, Lynch explores how individuals create mental maps of their surroundings, which mirrors how user interface (UI) research looks at how people interact with digital designs.Integrating UX/UI principles into urban planning can enhance the environment by improving usability, accessibility and user experience. 3

Human-Centered Design

One of the most important reasons why Interaction Designers should be incorporated into urban planning is that architects and urban planners concentrate more on the spatial layout and functionality. Interaction Designer focus on the people who use the space. They prioritize the human needs, capabilities and behaviors first, before designing. 2

Digital integration

Public spaces are no longer just physical places. With the increasing presence of technology in our everyday lives, these spaces are also becoming more and more digital. Since it influences how people move through the city and interact with each other in public spaces we need a new approach that combines both the physical and digital dimensions – Urban Interaction Design. 4 5 

Wayfinding and Navigation

Large public spaces such as parks, transfer areas and city centers can quickly become confusing and overwhelming. With an intuitive navigation system, these places are accessible and more user-friendly. Such systems could include interactive maps, apps or digital signs.

Facilitating Social Interaction

The goal in public spaces or in third spaces is to encourage people to connect — not just with the space itself, but with each other. Since Interaction Design focus on how people interact with physical and digital elements, they can help creating environments that feel alive and are adapting for the needs and wishes of the people. 

Interaction design can therefore also make a small contribution to breaking loneliness and social isolation in public spaces.

Multidisciplinary Approach

However, a multidisciplinary approach between architects, urban planners and interaction designers is best. When all disciplines bring their expertise to the planning, a holistic approach can be created that combines functionality, aesthetics and the human experience. This leads to an accessible, inclusive and engaging space.

Interaction Design has the potential to reshape how public spaces come alive, become centered around people, and connect with the very people they serve. Embracing human-centered design principles, integrating digital systems, and collaborating in design enables shaping public spaces that create valuable social connections.


Sources

[1] S. Li, H. Duan, Y. Yao, W. Zhang und J. Cho, „Enhancing User Experience: A Study of Interaction Design in Coastal Public Spaces“, Asia-pacific Journal Of Convergent Research Interchange, Bd. 10, Nr. 1, S. 473–483, Jan. 2024, doi: 10.47116/apjcri.2024.01.37.

[2] D. Norman, The Design of Everyday Things: Revised and Expanded Edition. Hachette UK, 2013.

[3] J. Kiviluoto, „The lost connection between urban planning and interface design: Ideas towards a re-enactment | LAB Open“, LAB Open, 9. Oktober 2024. https://www.labopen.fi/en/lab-rdi-journal/the-lost-connection-between-urban-planning-and-interface-design-ideas-towards-a-re-enactment/

[4] „Urban Interaction Design – Civic Interaction design“. https://civicinteractiondesign.com/projects/urban-interaction-design/#:~:text=Urban%20Interaction%20Design%20is%20an,design%20approach%20from%20multiple%20perspectives.

[5] „Minor urban interaction design – Minor urban interaction design“. https://urbaninteractiondesign.nl/home/

Interaction Design, Loneliness and Public Spaces

In an increasingly urbanized and digital world, public spaces are no longer the main place for community and interaction they once were. However, while global connectedness has rapidly increased thanks to modern technology, smartphones and social media many people, despite being surrounded by others, feel disconnected, isolated and lonely. Public spaces, like parks, libraries, and cafés, have always served as places where people come together. But as our lives become more fast-paced and technology-driven, these spaces are not the first choice for seeking connection, with most digital online solutions being more convenient and accessible.

I find the paradox of a rapidly evolving world, where global connectedness and interaction are increasing, yet loneliness is at an all-time high, to be a fascinating premise. It is a topic that – at least to a certain degree – almost everyone is affected by, and understanding what differentiates different kinds of interaction and connection (e.g. online and face to face) will only become more important in the future, especially for interaction designers. I see designing connection and interaction as an important starting point to tackling many different societal issues, loneliness being only one of them.

Interaction design is the practice of designing the way people interact with technology, environments, and most importantly: each other. It therefore offers the potential to rethink how public spaces function. By creating interactive experiences, design can invite people to slow down, engage with their surroundings, and connect with others in creative and meaningful ways.
With the increasing issue of loneliness, the principles of interaction design and the potential of public spaces I want to ask and aim to answer the question how design can combat loneliness by reshaping the way we interact in public spaces.

When diving deeper into the topic of loneliness, several sub-questions arise for further exploration and understanding. To tackle loneliness at its core, it is important to understand what loneliness is exactly and what the root causes are. These foundational questions help define the phenomenon and uncover why it emerges in various contexts. The effects should also be looked at more closely, posing questions such as: What does loneliness do to us? – physically, emotionally, and socially. Especially when it comes to exploring and developing possible solutions exploring the flip side, will be important. Questions like What is connection? How do we connect? and examining the mechanisms of building (meaningful) bonds are important. Researching on a broader scale, learning about basic human needs and how communities are built is another important aspect that should be considered.

More specific topics for interaction design could include reimagining third spaces like parks or cafes to encourage interactions, designing interactive and participatory experiences, or developing digital platforms that prioritize meaningful engagement over superficial connections. Additionally, incorporating haptic and sensory elements, such as touch-based installations or shared experiences, can evoke a stronger feeling of presence and connection. It’s essential to ask whether the spaces we design truly foster connection, and whether technological connectedness actually equals connection – fulfilling our need to be understood and supported. 
Some interesting ideas for design spaces with connection and community in mind have already been implemented. In many cities, including Graz, places like „Repair Cafés“ [1] can be found. These are spaces where people can not only fix their broken items, but also socialize, connect and learn from each other. “Maggie Centers” [2] provide a place for people affected by cancer in which they can come together, talk, connect and bond over workshops and activities.

It is important to keep in mind that loneliness is a very large and hard to grasp topic. There is existing research, however the approaches and understanding of the topic still vary. Even a general consensus on how to define the term itself hasn’t been found. It can mean different things to different people and it can have various root causes, which means a solution could look very different for many people. An interesting approach could therefore be focusing on human needs in terms of social connection, belonging and purpose, which are things that directly contrast loneliness. When working on possible solutions it is important to keep in mind that there is no one cure, since loneliness as well as connection are complex and deeply personal.

In the upcoming blogposts, I will explore the broader topic of loneliness, connection, and community to gain a solid understanding and foundation of the topic. From there, I will investigate more specific elements of the research question by taking a look at spaces and environments that foster social interaction, such as third and fourth spaces, as well as principles of designing for connection and belonging. I will also look at case studies and examples of successful design interventions to draw inspiration. This journey will ideally give valuable insights and opportunities for addressing loneliness through thoughtful and intentional interaction design.


Repair Café: https://www.repaircafe-graz.at/
Maggie Centers: https://www.maggies.org/our-centres/
The UK has recently launched a campaign to end loneliness: https://www.campaigntoendloneliness.org/
The loneliness lab is a global collective of people and organizations on a mission to design connection: https://www.lonelinesslab.org/