Documente Academic
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Software
InDesign
Illustrator
Photoshop
Rhino
Keyshot
Hey,
I am Zuza.
As a child I may have seemed a bit peculiar. I loved coming up with own inventions
using common household materials. I remember one time I wanted to sleep, but it
was too bright outside, so I made an eyepatch out of cotton pads and scotch tape.
This is how my passion for creating has started, since then I have been looking for
new projects and challenges.
Languages
Polish Native
English Fluent written and spoken
Contact
zuzanna.konieczna@gmail.com
+44 7397 238242
+48 608 283 210
Gardena
Industrial Design Intensive (IDI)
4 week project
Brief
Design a pruning saw for both fresh and dead
wood which could serve as a replacement for the
current Gardena 300p and fit the modern Gardena
design language.
Teamwork
Research, brand analysis, competitors and design
challenges
Individual work
Concept development, design direction, sketch
models, user tests and final model
Cooperation partner
Jens Nslund, Brand Design Manager Husquarna
Group, responsible for Gardena
Research
What is Gardena?
Gardena is the preferred brand for millions of
home and garden owners worldwide when it
comes to garden care. Today it is the leading
brand for high-quality garden tools in Europe and
represented in more than 80 countries all over the
world. It takes an emotional approach to address
those who regard their own garden as a living
space close to nature and a place of well-being,
recreation, and fun.
Who are the users?
Gardena refers to their clients
as passionate gardeners, both
men and women between age
30 and 70, who find joy in taking
care of their garden and want
best quality equpiment to help
them with this task.
Men and Women
30-70
Circle
Parallel lines
Colour pallete
Key findings:
A lot of pressure in the highlited areas dur-
ing pruning work
Sketch modelling
Brief
Today office culture is very sedatory. The aim of
this project was to think how we can change peo-
ples behaviour in the office and stimulate them to
move more.
Project emphasis
Interaction design
Group work
User testing
Teamwork
Research, Concept development,
User testing
Project Partner
Helena Tobiasson, researcher from KTM
(Royal Institute of Technology)
Research
We started by interviewing
Sven, a computer technician.
He needs to be on the stand
by mode, which means that
he has to be ready to help at
any time. He walks around
the school a lot and usually
takes a longer route or uses
stairs instead of an elevator
to move more.
Brief
The task was to design a way to
notify users of a pending margin
call. The project was done dur-
ing Cinnober Makeathon 2016 in
Ume, Sweden.
Teamwork
Frida Stenlund, Anton Almgren,
Marzieh Tangestani
Introduction
Brief
In this project we worked in
groups. First, we were observing
and investigating activities people
are engaged with through their
interactions with an artefact that
represents the physical element
of an experience, activity, process
or service; the tasks being carried
out and the outcomes achieved.
Next, in teams we were redesign-
ing this interaction. Our theme
was Shopping & entertainment.
Team
week 1 - 4
Nella Piatek, Ji Byun, Hyun Yang
week 3 - 4
Zach Mason, Aleksandra Sumilo
from Interaction Design BDes
Research
Requirements
Search option (Find item/store)
Visual rather than based on text
Wayfinding system (Shows you
where to go)
Suggests best route (Shortest way)
Users
People who get confused in large spaces such as
shopping centres
List shoppers
People with dyslexia or mild visual impairments
Personas
Creating personas was imporatnt in
order to make it easier for us to get in
touch with users needs and wishes. Our
main personas were Anna and Charles.
Anna
Busy working mom
Age 32
Buys the essentials from the list and
goes home
Charles
Businessman
Age 28
Always wants to look elegant so
often checks the stores for new
trends
Long-sighted
Developing concepts
Mall navigation app
Features
Search option (Find item/store)
Create a shopping list
Browse items available in stores
Sale notifications
Wayfinding system (Shows you where to
go)
Suggests best route (Shortest way)
Cons
Downloading a large app from your
3G/4G is a hassle
Too complex
Not that original idea
Personal projection
Features
A navigation system where
you input various destinations,
then they are displayed either
using a personal item (like a
flashlight) or from projectors
all over the mall
Cons
Too many projections at once
would confuse people
Vending machines and holograms
Features
There are two stages in this idea. First, you find
a vending machine where you input all your des-
tinations using an interactive screen. Once you
are finished, you get a wristband. The wristband
has a hologram arrow which allows you to find
your destinations easily.
Why this one?
A wearable allows free hands for shopping bags
Wristbands are comfortable for majority of users
Good visual feedback
Uses something people know in a new way
Sketching
Sketching served as an ideation and
communication medium for us in this
project. It allowed us to make sure
we are thinking of the same thing.
User journey
We explored what users might feel
when using our service.
Prototype building
Introducing
NaviGO!
The final outcome is NaviGo!
It is a wearable wristband that
shows you the way with a holo-
gram arrow above it. It is both
comfortable and practical.
How does it work?
First you approach one of the
vending machines. You se-
lect stores on the map, once
selected they turn orange.
Once you are done with se-
lection you click finish and
pick up your wristband.