The basis for this project boils down to two key elements. The “smart refrigerator” and the shopping experience linked to that device. At the moment, there are few smart fridges on the market and the applications that can be used in conjunction with the device are limited in functionality.

The primary aim is to utilize the functions of the smart fridge in conjunction with a shopping application. Although this function exists to some extent, the functions can be vastly improved and extended to make it more viable and user friendly.

The secondary aim is to take the improvements from the primary aim to increase shopping efficiency and making collaborative shopping easier within the household.


To create a usable prototype to illustrate the possibilities connecting a smart refrigerator with a shopping application that can be used by a single person or a household.


Initial research went into existing applications and functionality of the Smart Fridges. This resulted in a competitor analysis for both the apps and fridges to get an overview of the current market.

After reviewing the existing solutions on the market, a survey was sent out and in-depth interviews was conduced to figure out what potential users think they need from this kind of application. Based on the results, an initial mind-map was created. This formed the desired functionality for the application and a paper prototype was created to illustrate the functionality and preliminary design for a focus group.

This started an iteration based process with development, feedback and changes made as a result of the feedback.

Understanding the user

To get a better picture of the core user, several personas based on data gathered in the research phase.

An overview of the three personas created for Shopping List 2.0

The next step was to map the user journey for the personas created to illustrate the steps a customer go through in engaging with the product to highlight important touch points, user concerns and potential problems the user might face.


The two user journeys for the Shopping List 2.0 application

The Prototypes

The project utilizes the online software from inVision to display the prototype for the participants. This software has been chosen as it has a quick workflow for rapid prototyping and lets the participants experience the prototype as a simulated application on their phone.


First Prototype

The first prototype implemented ideas discussed in the focus group session in addition to carrying on some of the functions considered to be working well in the applications reviewed in the research phase. The screens were made to only show the bare essentials of the functionality the application would contain, which were hard for some of the participants as they according to themselves “approach things visually.”

Prototype example - Shopping List 2.0             Prototype example - Shopping List 2.0

Example of screens from the first prototype shown to the participants.


Second Prototype

The second prototype polished the existing elements kept from prototype one and added more visual style as well. Icons have been added and visual UI elements have been upgraded. This makes the product seem more real and helped the participants understand the meaning of the icons according to the participants. The comments from the iterations done on prototype one have been evaluated and improved upon leading up to this prototype.

My fridge categories 2 - Shopping List 2.0   My fridge categories - Shopping List 2.0   Add a new list - Shopping List 2.0

Example of screens from the second prototype.


Final Design

The feedback from the participants led to the development of the final prototype which can be seen here.

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Trygg Trafikk is a nationwide organisation that works to ensure that as few as possible should be seriously injured or killed in traffic. They are conducting campaigns and projects, providing training and information about road safety to kindergartens, schools, businesses, municipalities and authorities.

Trygg Trafikk is both partner and promoter of road safety work to the authorities and businesses. Since 1956, we contributed to targeted efforts in research and training and knowledge dissemination. We follow follower accident developments closely and is a consultative body in numerous cases. Through our bylaws, we are responsible for driver training and for information about road safety.

Barnas Trafikklubb is a sub-organisation of Trygg Trafikk and focuses where the primary focus is road safety for children. Their online solution consist of a website, presentational video and an educational game that pedagogs and teachers can use to educate children in various ways.


To build a product that employees in kindergartens can use to educate small children about traffic safety in a fun and exploring way. The solution should also inform parents about what the organisation is and what they do.

In addition, the solution should have a playful look, but balance the seriousness of the topics and present information in a structured and straightforwardly way.

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Send Flere Krydderier (“SFK”) is a catering firm and restaurant located in Copenhagen, Denmark. At its core, they are a social-economic establishment. This means that the company is supported and partially funded by the state, but they operate as any traditional company.

Their main goal is to help solve the welfare problem in Denmark, where 50% of the minorities are unemployed. SFK’s belief is that everyone has a potential, and it’s just a matter of finding out what people can achieve to maximize that potential.

SFK employs women with a minority background who cook traditional meals from their home countries, which is combined into an explosion of new tastes and dishes.

The parent organization “Indvandrer Kvindecentret” (The immigration centre of women) works for the inclusion and empowerment of socially and exposed ethnic minority women and their families.


The existing website is hard to navigate and as a result the company is losing revenue. This project is a redesign of Send Flere Krydderiers current website. The focus is both frontend and backend solutions with a main goal of making the website easier to use for both the client and the target group.

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Back to start is a company with a training concept called “BasisBall”. This concept is conveyed through their website and presented in two different ways. The first is for registered users (“trainers”) and requires an account to access. This type of account is granted to personal trainers at fitness centres that have joined the program. Through the account they can subscribe to 3 different types of programs, which will allow them to teach the respective program at their fitness centre.

Casual users are given a different approach to the concept. By attending courses of various levels of difficulty, they train with Back to Starts staff of certified BasisBall trainers and can subscribe to the corresponding program they are enrolled in.

By subscribing, both user groups get access to a third party service that serves as a “trainer portal”. The service is called BRIK that will let users watch videos of the training programs online as well as download the corresponding music.


Research conducted indicated that users find it confusing to navigate and use the website to locate information. In addition, the link between the website and the third party portal is not clear. As part of the upgrade the client also wanted to implement an eCommerce shop with a more automated flow.

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The Toadpark application was created to inform the public about the unique toad spicies located at Lisjevatnet in conjunction with a larger campaign to save the toads when a large highway was built in their natural nesting habitat.

It contains information about the area surrounding the highway and how the “bridge” that goes under the road makes it possible for them to reach Lisjevatnet without the highway getting in the way.

The project was initiated by Volda University College and created for Statens Vegvesen.

An Android version was also created to cater for other devices. This version can be found at Google Play Store.

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Simulation to attract A-level students based on the mission to Neptune report by the Astronautics Department.

Our aim is to build two modular simulations to best cover two key sections of the overall Neptune project.

We have decided to split the simulation into two parts:

Part 1: ‘The Presentation’

This will cover the journey from Earth to Neptune and will be an informative presentation with some simple user interaction. The purpose of this is to inform the user of what it would take for the probe to journey from Earth to Neptune.

This section of the simulation will be modular (meaning independent of Part 2) and can be run as a stand alone application if desired. This will allow users who are not engaged with the Oculus Rift to still be drawn in and informed – perhaps while waiting for their turn on the Oculus or to grab their attention at first.

Part 2: ‘Neptune Interaction’

This will make use of the Oculus Rift and allow users to gather data from the planet Neptune in a fun and interesting way. Making use of ideas gathered from the research as well as the “Payload” section of the Neptune project report. The design team is currently working on a design for implementing the data collection in an entertaining fashion. This will allow the user to see ‘through the probes eyes’ and orbit around Neptune, gathering various types of data in some way. For example by taking pictures of different elements on the planet or measuring graphs in a fun way.

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Peikestkken is a student newspaper at the Volda University College. Their organisation is based on volunteer work and they publish 6 editions every year.

Their graphic profile went through a total rebuild in 2011, and this redesigned website is a part of that new profile. The idea for the website was to keep the layout clean and divide the different sections with colours in conjunction with the graphic style of the printed paper. This was done to keep consistency and reach the new end goal; to build a stronger brand name amongst the students and faculty.

Letting users read the printed paper online or download the PDF version was also a priority that was seen as an important functionality for the redesigned website.

The CMS system WordPress was utilized to have editors add their own articles with relative little training. The goal was for non technical writers with little experience to be able to publish articles without requiring assistance.

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STVolda is a volunteer organisation with main focus on participation. Everyone can join and learn how to produce anything from single camera interviews to multiple camera production.

The website is the organizations eminent broadcast-channel, with viewings at all times of day and to great pleasure. You can among other stuff experience regarding happenings in Volda, TV-series with punch and colorful concepts, short films, music videos and other stuff that spread joy.

Quote taken from the website:
“We regard ourself as Norways biggest new Norwegian student-TV, and rightly so. Everything on the website is of course written in new Norwegian. The «founder» Ivar Aasen would have been proud. The productions you find here are made by and for the students in Volda, but everyone is of course welcome to watch.”

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