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<channel>
	<title>adam.henriksson</title>
	<link>http://www.adamhenriksson.com</link>
	<description>adam.henriksson</description>
	<pubDate>Sun, 26 Feb 2012 20:51:27 +0000</pubDate>
	<generator>http://www.adamhenriksson.com</generator>
	<language>en</language>
	
		
	<item>
		<title>Parken</title>
				
		<link>http://adamhenriksson.com/Parken</link>

		<comments>http://adamhenriksson.com/following/adamhenriksson.com/Parken</comments>

		<pubDate>Sun, 26 Feb 2012 20:51:27 +0000</pubDate>

		<dc:creator>adam.henriksson</dc:creator>
		
		<category><![CDATA[spatial design, project]]></category>

		<guid isPermaLink="false">2885198</guid>

		<description>N-Kvarteret (N-Square) is a business park situated close to the city center of Skellefteå, Sweden. It houses companies in the service, sales and production sectors.

The owner, Ronny Pettersson, has a good background of building successful businesses that the 70 000 inhabitants can feel proud about. However, they have a small recollection of what and where N-Kvarteret is, which leads to confusion for workers, customers and people passing by.

The project aimed to build an identity for the area through a communication- and spatial design. The process progressed with cross disciplinary methods from architecture and design.

&#60;img src="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_flowanalysis.png" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_flowanalysis_o.png" data-mid="14677698"  border="0" align="left"/&#62;

User
A wide range of tenants rents space in the buildings. Looking at the signs one can find a school, an eye clinic, a taxi company and a second hand warehouse, to name a few. There are three types of people moving in this space. They all have different objectives and preferences.

The companies and employees wants:
• A functional space
• To attract customers
• To proudly represent the area

The paying customer wants:
• A functional parking space
• A good range of products

The bypasser:
• A positive experience passing by


Analysis
From a architectural standpoint the spatial experience is not pleasant. The visual clutter is too present in form of material differences and signage. No fixtures are aligned, creating a chaos that one tries to filter out. This is not a newly built area, but it lacks the maintenance required to pass as a functional space. A heavy vegetation blocks insight along with the entrance sign facing west. The curved asphalt hinders smaller cars to park safely.

The infrastructure is far from optimized. One can access the block from east and west. However, half of dozen large rocks are placed to prevent cars from driving fast and passing through. If you do not find a parking spot on one side of the rocks you are forced to turn around and circulate the block in hope for better luck on the other side. Most people leave their cars on in the middle of the road to look for a space by foot.

If one focus on separate elements they can themselves be beautiful. The glassed-in stairwell creates a contrast to the brick structure reflecting the lovely sky and the sun blinds are playfully flirtatious. While inside, one finds newly built office spaces that employees feel confident to receive clients in.

&#60;img src="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_Observation3.JPG" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_Observation3_o.JPG" data-mid="14677787"  border="0" align="left"/&#62;&#60;img src="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_observation5.JPG" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_observation5_o.JPG" data-mid="14677798"  border="0" align="left"/&#62;&#60;img src="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_observation4.JPG" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_observation4_o.JPG" data-mid="14677791"  border="0" align="left"/&#62;&#60;img src="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_observation1.JPG" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_observation1_o.JPG" data-mid="14677772"  border="0" align="left"/&#62;&#60;img src="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_observation0.JPG" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_observation0_o.JPG" data-mid="14677926"  border="0" align="left"/&#62;&#60;img src="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_observation2.JPG" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_observation2_o.JPG" data-mid="14677780"  border="0" align="left"/&#62;

Visual communication
To build up a reputation of area people needs to remember the common name representing its purpose. It respects the current tenants as well as leaving future opportunities open. "Parken" (The Park) plays on the purpose of the establishment as well as representing a good atmospheric feeling. It is open for interpretation and future imagination. The semi central area becomes an oasis welcoming workers and customers. 

The holistic identity is also solved through the signage. All signs on the facade is taken away to be grouped together through structured lists with by both entrances. Each door has a three dimensional number sign that can be seen from all angles.

&#60;img src="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_ideation.JPG" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_ideation_o.JPG" data-mid="14678239"  border="0" align="left"/&#62;&#60;img src="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_ideation2.JPG" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_ideation2_o.JPG" data-mid="14678252"  border="0" align="left"/&#62;&#60;img src="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_inspiration.jpg" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_inspiration_o.jpg" data-mid="14678268"  border="0" align="left"/&#62;&#60;img src="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_signprototype.JPG" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_signprototype_o.JPG" data-mid="14678170"  border="0" align="left"/&#62;&#60;img src="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_sign3d.png" width="670" height="376" width_o="1412" height_o="794" src_o="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_sign3d_o.png" data-mid="14678159"  border="0" align="left"/&#62;&#60;img src="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_sign.jpg" width="670" height="376" width_o="2005" height_o="1128" src_o="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_sign_o.jpg" data-mid="14678158"  border="0" align="left"/&#62;

Spatial functionality
From the east and west entrance one is left to believe the space is a passage. This works for people moving by foot, bicycle or smaller type of vehicle. By allowing all types of transportation moving through the space companies are enabled to promote themselves. The issue of speed is solved by laying a strip of cobblestone encouraging drivers to slow down.

&#60;img src="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_Final1_before.jpg" width="670" height="224" width_o="2048" height_o="684" src_o="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_Final1_before_o.jpg" data-mid="14677951"  border="0" align="left"/&#62;&#60;img src="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_Final1_after.jpg" width="670" height="224" width_o="2048" height_o="684" src_o="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_Final1_after_o.jpg" data-mid="14677946"  border="0" align="left"/&#62;

Physical aesthetics
The aesthetics needs to follow a new set of rules reducing clutter and bind the space together in a cohesive manner. Each building keeps its character and beautiful elements, while the metal facades are coloured dark gray and wood is added to bridge the different styles. The organic material creates a more lively atmosphere. Roof vegetation has a direct connection to the name name, "The Park".

The structures is now well grounded, representing the area from both entrances. It does not pretending to be modern, yet it stands out with a darker grey colour contrasting to the bricks, wood and vegetation.

&#60;img src="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_Final2_before.jpg" width="670" height="202" width_o="2048" height_o="619" src_o="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_Final2_before_o.jpg" data-mid="14677893"  border="0" align="left"/&#62;&#60;img src="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_Final2_after.jpg" width="670" height="202" width_o="2048" height_o="619" src_o="http://payload29.cargocollective.com/1/1/57287/2885198/NSquare_Final2_after_o.jpg" data-mid="14677890"  border="0" align="left"/&#62;

Project group members:
Adam Henriksson
Antoine Abrezol
Elsa Jannborg
Emma Prieto
Simon Fredriksson</description>
		
		<excerpt></excerpt>

		<!--<wfw:commentRss></wfw:commentRss>-->

		<media:thumbnail url="http://payload29.cargocollective.com/1/1/57287/2885198/prt_1330289430.jpg" />

	</item>
		
		
	<item>
		<title>GINA Sound Exploration</title>
				
		<link>http://adamhenriksson.com/GINA-Sound-Exploration</link>

		<comments>http://adamhenriksson.com/following/adamhenriksson.com/GINA-Sound-Exploration</comments>

		<pubDate>Fri, 10 Feb 2012 21:12:53 +0000</pubDate>

		<dc:creator>adam.henriksson</dc:creator>
		
		<category><![CDATA[sound design, exploration]]></category>

		<guid isPermaLink="false">2785294</guid>

		<description>

The exploration was three day sound design project. One should create sound different to today's automobiles. Adding sound to a product can change the perception of materials, source of power and ultimately the holistic experience.

The sound is an embodiment of an abstract force. A "zen-like" power, think electricity, plays behind the skin of the vehicle. Movement turns and shapes the sound in different actions.

Video by BMW. The brand has no affiliation with the project.

Project group members:
Adam Henriksson
Marlene Kettner</description>
		
		<excerpt></excerpt>

		<!--<wfw:commentRss></wfw:commentRss>-->

		<media:thumbnail url="http://payload24.cargocollective.com/1/1/57287/2785294/prt_1328907575.png" />

	</item>
		
		
	<item>
		<title>Bicycle Com</title>
				
		<link>http://adamhenriksson.com/Bicycle-Com</link>

		<comments>http://adamhenriksson.com/following/adamhenriksson.com/Bicycle-Com</comments>

		<pubDate>Thu, 02 Feb 2012 13:26:22 +0000</pubDate>

		<dc:creator>adam.henriksson</dc:creator>
		
		<category><![CDATA[product design, project]]></category>

		<guid isPermaLink="false">2610791</guid>

		<description>This project is targeting people working professionally on their bicycles such as mailmen, curriers and bike taxi. Having good use of packing space, proper clothing and a working communication device helps being effective.

The walkie talkie does not need any dialing, big screen and therefore does not need any personal focus. Current walkie talkies are worn in pockets, on belts, on or in the backpack.

&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610791/bikecom_messenger.jpg" width="670" height="376" width_o="1200" height_o="675" src_o="http://payload15.cargocollective.com/1/1/57287/2610791/bikecom_messenger_o.jpg" data-mid="13836361"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610791/bikecom_process.jpg" width="670" height="376" width_o="2048" height_o="1149" src_o="http://payload15.cargocollective.com/1/1/57287/2610791/bikecom_process_o.jpg" data-mid="13836390"  border="0" align="left"/&#62;

By making the communications integrated with different equipment you can customize your working environment in the same way a office people customize their surrounding.

The carabiner concept does not require any extra add-ons. It allows you to hook the device to your preferred spot like the belt collars, breast pocket or the handlebar of the bike.

While pedaling through busy traffic it is important to keep your focus. The device only displays its current battery and channel. The push-to-talk button is stands out with its colour and tactile shape. After use, the device is charged by hocking it to a stationary docking rail filling up the battery through the frame of the device.

&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610791/bikecom_hook.jpg" width="670" height="376" width_o="1280" height_o="720" src_o="http://payload15.cargocollective.com/1/1/57287/2610791/bikecom_hook_o.jpg" data-mid="13836388"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610791/bikecom_charge.png" width="670" height="376" width_o="2048" height_o="1151" src_o="http://payload15.cargocollective.com/1/1/57287/2610791/bikecom_charge_o.png" data-mid="13836386"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610791/bikecom_shelf.jpg" width="670" height="376" width_o="818" height_o="460" src_o="http://payload15.cargocollective.com/1/1/57287/2610791/bikecom_shelf_o.jpg" data-mid="13836409"  border="0" align="left"/&#62;
</description>
		
		<excerpt></excerpt>

		<!--<wfw:commentRss></wfw:commentRss>-->

		<media:thumbnail url="http://payload15.cargocollective.com/1/1/57287/2610791/prt_1328189314.jpg" />

	</item>
		
		
	<item>
		<title>TechnoReligion</title>
				
		<link>http://adamhenriksson.com/TechnoReligion</link>

		<comments>http://adamhenriksson.com/following/adamhenriksson.com/TechnoReligion</comments>

		<pubDate>Wed, 01 Feb 2012 21:57:14 +0000</pubDate>

		<dc:creator>adam.henriksson</dc:creator>
		
		<category><![CDATA[sandbox]]></category>

		<guid isPermaLink="false">2654826</guid>

		<description>These thoughts are inspired by a friend, Niclas Andersson's , project Teknik och Tro (Technology and Belief). Niclas' goal was to question our view on material belongings. He points out that in a materialistic arms race people hide behind a facade of products resulting in a weaker individual faith. 

At the 2011 Critically Making the Internet of Things  conference Tim Hutchings, researcher of online religion, talked about impact of the digital bible. It sparked the thought of products inheriting characteristics of the belief in humanity. The signs can be used for everyday activity and delight.

Throughout various discussions the topic feels harmless. Preconceptions and bias had no part in this. More content will be added as we progress.

&#60;img src="http://payload17.cargocollective.com/1/1/57287/2654826/techreligion_ipadbible.jpg" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload17.cargocollective.com/1/1/57287/2654826/techreligion_ipadbible_o.jpg" data-mid="13815620"  border="0" align="left"/&#62;&#60;img src="http://payload17.cargocollective.com/1/1/57287/2654826/techreligion_crosstoopen.jpg" width="670" height="376" width_o="1296" height_o="729" src_o="http://payload17.cargocollective.com/1/1/57287/2654826/techreligion_crosstoopen_o.jpg" data-mid="13809633"  border="0" align="left"/&#62;&#60;img src="http://payload17.cargocollective.com/1/1/57287/2654826/technoreligion_ipadgame.jpg" width="670" height="376" width_o="1280" height_o="720" src_o="http://payload17.cargocollective.com/1/1/57287/2654826/technoreligion_ipadgame_o.jpg" data-mid="13814857"  border="0" align="left"/&#62;</description>
		
		<excerpt></excerpt>

		<!--<wfw:commentRss></wfw:commentRss>-->

		<media:thumbnail url="http://payload17.cargocollective.com/1/1/57287/2654826/prt_1328133411.jpg" />

	</item>
		
		
	<item>
		<title>Twitt Pecker</title>
				
		<link>http://adamhenriksson.com/Twitt-Pecker</link>

		<comments>http://adamhenriksson.com/following/adamhenriksson.com/Twitt-Pecker</comments>

		<pubDate>Wed, 01 Feb 2012 19:30:40 +0000</pubDate>

		<dc:creator>adam.henriksson</dc:creator>
		
		<category><![CDATA[sandbox]]></category>

		<guid isPermaLink="false">2610855</guid>

		<description>In a one day workshop with Matt Cottam from Tellart the theme was to visualize a social network with a low fidelity hardware sketch.

Our daily digestion of social media and communication is so vast that we create filters of when to care and not. When you feel free you might open Skype and you would immediately know that someone calls you because of the characteristic tone.

Emails are different though, since most people use it in their daily workflow. When you get alerted of a new mail, you can get excited or chose not to care. It is hard to know which feeling you will experience without knowing who the sender is.

Thinking back to the old Nokia 3 series phones you sorted people by groups and assigned tunes. This resulted in instant knowledge who the called might be.

Tweets are treats, but work the same way. An extensive amount of tweets passes your timeline. Some are good, some bad and a few are even directed to you, most of them being spam some sort of spam. The Twitter platform supports categorization though lists. The thought behind the prototype was to play with sound to alert a user on their incoming categorized tweets. 

&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610855/twittpeck_prototype.jpg" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610855/twittpeck_prototype_o.jpg" data-mid="13806795"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610855/twittpeck_categories.jpg" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610855/twittpeck_categories_o.jpg" data-mid="13806784"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610855/twittpeck_bell.jpg" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610855/twittpeck_bell_o.jpg" data-mid="13806780"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610855/twittpeck_top.jpg" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610855/twittpeck_top_o.jpg" data-mid="13806810"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610855/twittpeck_sound.jpg" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610855/twittpeck_sound_o.jpg" data-mid="13806800"  border="0" align="left"/&#62;

Discussions lead to the thought of building a electronic prototype working with a Twitter API. The idea would be making a IoT device placed in connection of Wi-fi. The Twitter bird mechanically pecking a set amount of bells. The project is still being worked on in a "sandbox-state". 

&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610855/twittpeck_desk.jpg" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610855/twittpeck_desk_o.jpg" data-mid="13806788"  border="0" align="left"/&#62;</description>
		
		<excerpt></excerpt>

		<!--<wfw:commentRss></wfw:commentRss>-->

		<media:thumbnail url="http://payload15.cargocollective.com/1/1/57287/2610855/prt_1328124580.jpg" />

	</item>
		
		
	<item>
		<title>Node GUI</title>
				
		<link>http://adamhenriksson.com/Node-GUI</link>

		<comments>http://adamhenriksson.com/following/adamhenriksson.com/Node-GUI</comments>

		<pubDate>Wed, 01 Feb 2012 15:22:59 +0000</pubDate>

		<dc:creator>adam.henriksson</dc:creator>
		
		<category><![CDATA[user experience design, project]]></category>

		<guid isPermaLink="false">2610769</guid>

		<description>Node is a graphic user interface (GUI) project for the District Communication Central in Umeå to record incidents and dispatch police resources.

By visualizing the data coherently on timelines and maps, the design makes complex processes and vast amounts of data, currently scattered in a multitude of formats, more legible and easier to relate -  for a faster, smarter and more efficient workflow. The Node GUI is an intelligent system, which uses data gathered in past cases and from other sources to enable predictive and assistive functions. These functions help dispatchers gather important information to base their decisions on.


Research
LKC or the “District Communication Central” is a link between citizens and the police officers. Their task is to oversee resources dispatched to planned and reactive cases. The communication central receives 360 000 phone calls in which 60 000 end up requiring incident reports.

The LKC in Umeå currently consists of two rooms. The main room has six working stations, with three to four screens each. The secondary room, the conference room, is used for emergencies and bigger cases. It can support a larger group of people in working together. Dispatchers are civil individuals selected for their general knowledge and multitasking abilities. A dispatcher answers incoming calls, collects information, dispatches and communicates with patrols.


Analysis
The essential interface consists of close to 20 windows spread on three computer screens. The most frequently used programs are for dispatching patrols, and adding information to cases. Databases are mostly used to look up information on individuals, cars or previous crimes. A map is used to locate cases, track patrols and guide them through difficult terrains.

&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610769/SystemTerminologies.png" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610769/SystemTerminologies_o.png" data-mid="13764107"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610769/node_lkc.JPG" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610769/node_lkc_o.JPG" data-mid="13765608"  border="0" align="left"/&#62;


Chosen problem area
From our observations we saw that there were multitude layers of  information on cases and resources scattered all over the system and there was no coherency in the interface or synchronism in the workflow. In the complex work environment of the LKC it added more complication in day to day working and unnecessary cognitive load on the dispatchers. 

Time is vital to the system. All information is time-tagged and time is indicated in various windows in the interface - it is the underlying structure of everything. However, there is no coherent display or visualization of time.

An vast amount of crucial data that is being generated within every case and it can be utilized by the system for smarter working on future cases. 

&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610769/node_workshop_overview_out.jpg" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610769/node_workshop_overview_out_o.jpg" data-mid="13765351"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610769/node_workshop_listen_out.jpg" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610769/node_workshop_listen_out_o.jpg" data-mid="13765372"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610769/node_workshop_cocreation_out.jpg" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610769/node_workshop_cocreation_out_o.jpg" data-mid="13765382"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610769/node_workshop_case_out.jpg" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610769/node_workshop_case_out_o.jpg" data-mid="13765395"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610769/node_workshop_map_out.jpg" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610769/node_workshop_map_out_o.jpg" data-mid="13765415"  border="0" align="left"/&#62;

Insights
• Time is the underlying structure of the whole system.
• Every resource at disposal of the LKC be it human, animal or machine also has a time schedule and is allocated &#38; shared on a case for a specific duration.
• There is a lot of data in the system from the past cases which is seldom used again.
• There is little help from the system even in the most frequently occurring events.
• There are 7-8  different databases that dispatchers use for searching information on a person, address or other entities.
• Today, most information needs to be copied from one window to another manually.


Final concept
The most frequent and crucial part of the interface was assigned to the centre screen while the peripheral screens housed the supportive functions. The left part of the interface was dedicated to information search and data-bank. The center screen was assigned to  the most frequently used input and followup functions. Map with smart predictions was positioned on the right most side.

Any information in one window can easily be viewed and added to the others, simply by selecting it and clicking the attachment icon next to it. E.g, an address from the data base itself can be added to the case or viewed on the map. The same way database can be accessed, by clicking the ‘brain’ icon.

Every action taken on the case is stored as an icon on the case timeline so that whenever a dispatcher needs to go back to any information, it is all available on the timeline.

Viewing patrol timelines in relation to the case timeline and the ‘now’ time makes it more efficient while assigning a patrol. 

With the map timeline, one can navigate through map views of the past, and predicted views of the future. Predictions are based on past cases and information like traffic movement, mobile phones movement, and weather information.



Project group members:
Adam Henriksson
Doris Feurstein
Marlene Kettner
Shivanjali Tomar</description>
		
		<excerpt></excerpt>

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	</item>
		
		
	<item>
		<title>Brandenburg Concertos</title>
				
		<link>http://adamhenriksson.com/Brandenburg-Concertos</link>

		<comments>http://adamhenriksson.com/following/adamhenriksson.com/Brandenburg-Concertos</comments>

		<pubDate>Wed, 01 Feb 2012 14:32:45 +0000</pubDate>

		<dc:creator>adam.henriksson</dc:creator>
		
		<category><![CDATA[graphic design, exploration]]></category>

		<guid isPermaLink="false">2610831</guid>

		<description>This graphic exploration is a part of a workshop with Christian Altmann visualizing sound and music on a vinyl record sleeve. The restrictions were to use only typography (Univers) and gridded lines.

&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610831/brandenburg_process.jpg" width="670" height="473" width_o="1013" height_o="716" src_o="http://payload15.cargocollective.com/1/1/57287/2610831/brandenburg_process_o.jpg" data-mid="13797411"  border="0" align="left"/&#62;

&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610831/brandenburg_frontcover.jpg" width="670" height="468" width_o="1024" height_o="716" src_o="http://payload15.cargocollective.com/1/1/57287/2610831/brandenburg_frontcover_o.jpg" data-mid="16767767"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610831/backcover.jpg" width="670" height="468" width_o="1024" height_o="716" src_o="http://payload15.cargocollective.com/1/1/57287/2610831/backcover_o.jpg" data-mid="13797407"  border="0" align="left"/&#62;

Read the article (in Swedish) by Christian Altmann in CAP &#38; Design.</description>
		
		<excerpt></excerpt>

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		<media:thumbnail url="http://payload15.cargocollective.com/1/1/57287/2610831/prt_1328106726.jpg" />

	</item>
		
		
	<item>
		<title>Pockit</title>
				
		<link>http://adamhenriksson.com/Pockit</link>

		<comments>http://adamhenriksson.com/following/adamhenriksson.com/Pockit</comments>

		<pubDate>Wed, 01 Feb 2012 13:46:22 +0000</pubDate>

		<dc:creator>adam.henriksson</dc:creator>
		
		<category><![CDATA[product design, project]]></category>

		<guid isPermaLink="false">2610755</guid>

		<description>The evolution of video games has come from the arcades, into our homes and onto the Internet. One thing has not changed; the constant focus onto a screen. This project challenges the way we look at video games and focuses on users, the gamers, by motivating their social interaction. It enables game developers to experiment with people, locations and parameters.

When working on the project brief I was writing this breathless monologue about how much time I spent playing video games. It was a aimless discovery of feeling towards it and I started to get overwhelmed over the thought that they are a waste of time. After a while it got me thinking about this sarcastic quote of a former games journalist Ste Curran when he says:

“Video games are a waste of time. Just like you think books are a waste of time if you never read the right book. Like movies, like music, all a waste of time, like art is a waste of time...” 

I stopped myself and realized I might be looking at this the wrong way. I actually do enjoy video games. I was starting all over again and this time I also wanted to focus on what people loose time for. The ones that do not normally play games. The project was now about encouraging social interaction and to play with friends, family and even strangers. I collaborated with indie game developer Nicklas "Nifflas" Nygren, Douglas Wilson and the Copenhagen Game Collective.



What is a game? 
The formal definition explained in Rules of Play (by Eric Zimmerman and Katie Salen) would be:

"a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome"

A simpler version is:

"a structured experience with rules &#38; goals that is fun".

Most individuals gets introduced to play and games at a young age, possibly together with friends and family. Game mechanics such as collecting, evolving, exchanging and customizing enables behavior like impressing, comparing and sharing. A good game mechanic creates an immersive experience. They give people incentives for actions. As "King of the Hill" you are allowed to knock someone down a slope, while that would be socially unacceptable behavior in any another context.

For the past decades much of what has happened is putting play together with different innovative technologies. Screen based games reached mainstream popularity in the 1970s. In a close future you would see home consoles as technology got cheaper. Developers were working with micro processors handling a small amount of data in todays standards.  Allan Alcorn of Atari had to program the ball in "Pong" to be squared, but it did not matter. The simple game was a hit.  Today's video games leaves little up to the imagination and you bring them everywhere. Moore's law is as applicable on the video game industry as for personal computers and mobile phones.

&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_touchpoints.jpg" width="670" height="376" width_o="1204" height_o="677" src_o="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_touchpoints_o.jpg" data-mid="13758875"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_gamestation.JPG" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_gamestation_o.JPG" data-mid="13758699"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_parts.JPG" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_parts_o.JPG" data-mid="13758958"  border="0" align="left"/&#62;

How hard is it to make a normal computer game?
Nordic Game Jam is a space where talented individuals, professionals, hobbyists and the new generation of game developers meet on common ground and work together in a fun and intense atmosphere of creativity and experimentation. As a first timer I joined a team, Rocklobster, to make a Beat the Universe. The game was made in 48 hours. It shows that a small group of people can come up with something unique in a short amount of time. They need to move fast, collaborate and be innovate, but they can also take risks that makes big companies green with envy.

The focus was always on exploring various  games throughout the process. It was important to try experiment with games and people in different contexts. Thumb Stadium is an odd binary game for two players. This was soldered together and put into a snug lasercut box. It showed that a simple multiplayer game could be a good sport. Another example of this would be Rock-paper-scissors.

After trying normal and simple the next step would naturally be something taken from a science fiction film. A virtual layer on top of our own could enable any type of game. Build your own dream house wherever you want to, with your best friends, Minecraft style! As a designer with limited programming skills there was no time to build a new augmented reality game. Enhancing the experience of something already made was doable. The result, the GogglAR, was a simple prototype for immersive playing with an iPhone. It was tested with a the game AR Invaders by Soulbit7 to augment the reality of alien invasion. It uses the front facing camera to capture your environment and add flying spaceships which you are told to shoot down. The downside of augmented reality is its exclusivity which makes it harder to share the same experience with others.

Halfway though the project it became clear that social video games is never about performance or graphics. It is about making people feel comfortable playing with each other without friction. Douglas Wilson and friends at the Copenhagen Game Collective had already realized this and their idea of no-graphic games was so simple and addressed every aspect of what I defined as a social video game. 

&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_button.JPG" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_button_o.JPG" data-mid="13758786"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_argoggles.JPG" width="670" height="376" width_o="2048" height_o="1151" src_o="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_argoggles_o.JPG" data-mid="13758595"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_thumbstadium.JPG" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_thumbstadium_o.JPG" data-mid="13758583"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_mariowall.JPG" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_mariowall_o.JPG" data-mid="13758619"  border="0" align="left"/&#62;

Final result
Pockit is a portable motion controller running no graphic games. Instead the users focus on each other, the environment and external props. It measures parameters like motion and location, and gives feedback through vibration, sound and light. This portable concept enables play everywhere and logs locations that can be shared with others. Through a hive mind community popular locations will be shown as hot spots, much like gaming arcades in the 80s. The games are closely related to children’s play and sports. It encourages everyone to be physical and have a reason to break norms. Since no graphics are needed, games can be as simple as digital versions of rock-paper-scissor. The games are intuitive, they enable player rotations and spectators are more involved. The experience gives a deeper social interaction.

&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_accelorometer.jpg" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_accelorometer_o.jpg" data-mid="13759054"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_joint.jpg" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_joint_o.jpg" data-mid="13758365"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_smartmaterial.png" width="670" height="376" width_o="1548" height_o="871" src_o="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_smartmaterial_o.png" data-mid="13758316"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_screen.jpg" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_screen_o.jpg" data-mid="13758485"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_magnets.JPG" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_magnets_o.JPG" data-mid="13759017"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_3d.jpeg" width="670" height="376" width_o="1280" height_o="720" src_o="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_3d_o.jpeg" data-mid="13758259"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_components.jpg" width="670" height="376" width_o="1595" height_o="897" src_o="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_components_o.jpg" data-mid="13758300"  border="0" align="left"/&#62;

Controller inputs:
Accelerometer – Movement
Gyroscope – Movement
Bend sensor – Movement in joint
Magnetometer – Compass
GPS – Position

Controller inputs:
Rumble motor – Tactile feedback
L.E.D. – Visual feedback
Speaker – Audiotive feedback

&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_standing.jpeg" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_standing_o.jpeg" data-mid="13758001"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_buttons.jpeg" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_buttons_o.jpeg" data-mid="13758075"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_iphone.jpeg" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_iphone_o.jpeg" data-mid="13758150"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_joust.jpeg" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_joust_o.jpeg" data-mid="13758200"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_swing.jpeg" width="670" height="376" width_o="2048" height_o="1150" src_o="http://payload15.cargocollective.com/1/1/57287/2610755/pockit_swing_o.jpeg" data-mid="13758222"  border="0" align="left"/&#62;

What kind of games can be played?
Johann Sebastian Joust by Die Gute Fabrik is a no-graphics, digitally-enabled folk game for 2 to 7 players, designed for motion controllers. The goal is to be the last player remaining. When the music — selections from J.S. Bach's "Brandenburg Concertos" — plays in slow-motion, the controllers are extremely sensitive to movement. When the music speeds up, this threshold becomes less strict, giving the players a small window to dash at their opponents. If your controller is ever moved beyond the allowable threshold, you're out! Channel the power of J.S. Bach, and try to jostle your opponents' controllers while protecting your own.

The second part of the film will be showing full interviews and function of the product and will be uploaded soon.

Publications
Simple Genius: Pockit, A Game Console With No Screen And No Graphics (FastCoDesign)
A Social Active Game Experience - Part I (TheMethodCase)
Pockit Revolutionary Gaming Console Concept Enhances Social Engagement (Tuvie)
Degree Work of the Year (Umeå Institute of Design)</description>
		
		<excerpt></excerpt>

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	<item>
		<title>Sound Hack</title>
				
		<link>http://adamhenriksson.com/Sound-Hack</link>

		<comments>http://adamhenriksson.com/following/adamhenriksson.com/Sound-Hack</comments>

		<pubDate>Wed, 01 Feb 2012 13:07:01 +0000</pubDate>

		<dc:creator>adam.henriksson</dc:creator>
		
		<category><![CDATA[product design, project]]></category>

		<guid isPermaLink="false">2610761</guid>

		<description>In mega cities people from different cultures live different lifestyles. Walking to places is different compared to in the suburbs. Sometimes walking compared to taking the car could earn you time and some fresh air.

&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610761/soundhack_movement.jpg" width="670" height="223" width_o="1920" height_o="640" src_o="http://payload15.cargocollective.com/1/1/57287/2610761/soundhack_movement_o.jpg" data-mid="13569583"  border="0" align="left"/&#62;

User
Walking does not only make sense in a sustainable perspective. It's more economical and makes sense in a health perspective. Besides making time more efficient one also value experiences of an activity. A good walk can refresh your day.

The positive side of walking is also soaking in impressions from the surrounding. Many people listen to music while walking to and from work, friends or other. Walking to the beat and living in that "soundtrack of your life" can enhance the experience. Listening to music in a busy environment also creates safety risks. Could a music experiences add function to your walk without devaluing the content?

&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610761/soundhack_inspiration.jpg" width="670" height="223" width_o="1920" height_o="640" src_o="http://payload15.cargocollective.com/1/1/57287/2610761/soundhack_inspiration_o.jpg" data-mid="13569426"  border="0" align="left"/&#62;

Device
Music should be accessible through any type of player. Many existing products can't add additional functions or apps.  To justify an external add-on it needs to have an added value. The audio rail concept was created by playing with the idea of a parasitic music mixing add-on. An audio chords runs through the rail and lets the add-on filter and communicate with the library of the player. The add-on device is fitted on a preferred spot.

&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610761/soundhack_sketches.jpg" width="670" height="223" width_o="1920" height_o="640" src_o="http://payload15.cargocollective.com/1/1/57287/2610761/soundhack_sketches_o.jpg" data-mid="13571398"  border="0" align="left"/&#62;
&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610761/soundhack_mockup.jpg" width="670" height="209" width_o="1920" height_o="600" src_o="http://payload15.cargocollective.com/1/1/57287/2610761/soundhack_mockup_o.jpg" data-mid="13570892"  border="0" align="left"/&#62;

Function
Integrating characteristic surrounding sound to music creates a mix of music and environment. A moving car could add to the pulsating bass while the ticking sound of a crosswalk could enhance the loop of drums.

Mixing the beat to the pace of walking creates makes a more seamless walk, letting the product do the matching. It adapt a music library to a walk instead of the other way around.

&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610761/soundhack_illustration.png" width="670" height="288" width_o="2048" height_o="880" src_o="http://payload15.cargocollective.com/1/1/57287/2610761/soundhack_illustration_o.png" data-mid="13570026"  border="0" align="left"/&#62;

The interface was created by asking user how they would react to a device as if it would be a human. The only tactile button is a sliding button located on the short side adjusting the preference of the two features, soundhack and pace mix. Use one, the other or both.

If they device is doing bad mixing you tap the device to let it know you are not pleased. It will turn red and sad, but remember your preferences. If it starts playing great music and you award it by giving it a pat. The little fellow will turn yellow or green, become happier and make sure to remember the moment for future reference. The user builds a stronger bond for better music. When running low on power your character will turn blue and go to sleep. He will let you know by slowly pitch down your music.

&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610761/soundhack_used.jpg" width="670" height="377" width_o="1754" height_o="987" src_o="http://payload15.cargocollective.com/1/1/57287/2610761/soundhack_used_o.jpg" data-mid="13760639"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610761/soundhack_mount.jpg" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610761/soundhack_mount_o.jpg" data-mid="13760670"  border="0" align="left"/&#62;

The mixing of music is an art by itself, creating new versions of classics, hits and obscure favorites. Hacking music globally has great potential for a community based websites like Soundcloud. A song played on the streets if New York would most likely sound different than in a market place of New Delhi, India.</description>
		
		<excerpt></excerpt>

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	</item>
		
		
	<item>
		<title>Tetra Pak Pop</title>
				
		<link>http://adamhenriksson.com/Tetra-Pak-Pop</link>

		<comments>http://adamhenriksson.com/following/adamhenriksson.com/Tetra-Pak-Pop</comments>

		<pubDate>Wed, 01 Feb 2012 12:39:11 +0000</pubDate>

		<dc:creator>adam.henriksson</dc:creator>
		
		<category><![CDATA[package design, project]]></category>

		<guid isPermaLink="false">2610751</guid>

		<description>&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_intro.jpg" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_intro_o.jpg" data-mid="13773079"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_user.jpg" width="670" height="376" width_o="2048" height_o="1151" src_o="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_user_o.jpg" data-mid="13773294"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_user_sight.JPG" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_user_sight_o.JPG" data-mid="13773776"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_analysis.JPG" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_analysis_o.JPG" data-mid="13773934"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_user_kid.JPG" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_user_kid_o.JPG" data-mid="13774959"  border="0" align="left"/&#62;

Design for all
We live in a society that is supposed to be available for everyone. Availability is a word that multiple times has been mentioned in the design process of this project with the Swedish company Tetra Pak. The brief, “Create a package design for liquid foods”, had a strong focus on design for all. This brought us to meetings with children, elders, blind and disabled users.

A package design should be easy to grip, bring from the store and most importantly allow opening, closing, stacking, storage, recycling and transportation.

&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_stats.jpg" width="670" height="267" width_o="2048" height_o="817" src_o="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_stats_o.jpg" data-mid="13775422"  border="0" align="left"/&#62;
Concepts
The propeller concept was created with inspiration from ergonomic aid tools. A cap with a solid grip that allows people with big and small hands to twist and open. 

The squeeze concept makes you squeeze liquid much like a air bellow for fireplaces. The user have full control of the  flowing liquid. When empty the package is flat and ready for recycling.

The pop concept was inspired by gift package for CDs using its elliptic shape to pop its flap open. The flap creates a path for the liquid to run through. The design also enables easy folding for recycling purposes. While the form is more complex than our contemporary packages it adds interest and expresses new values in package design. More importantly, it doesn't look like an aid tool and users responded well to this.

&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_brainstorm.jpg" width="670" height="377" width_o="1754" height_o="987" src_o="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_brainstorm_o.jpg" data-mid="13775238"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_propeller.JPG" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_propeller_o.JPG" data-mid="13794465"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_evaluation.JPG" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_evaluation_o.JPG" data-mid="13775268"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_feedback.JPG" width="670" height="376" width_o="2048" height_o="1151" src_o="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_feedback_o.JPG" data-mid="13775116"  border="0" align="left"/&#62;

Product
The size of a package is of high importance in many aspects.

• It can reduce extra waste in single or small households.
• It can reduce ergonomic strain when carrying and pouring.
• It can be used as an on-the-go product.

The function of the package serves a good alternative when opening and pouring, but also has an added value in logistics. When looking at the whole life cycle of the products you meet many stakeholders.

• A tank gets refilled at that store. No space wasted while delivering.
•  The customer picks a flat package on a hanger. No extra weight to carry around.
•  Store shelves are filled with flat packages. Space saved and no fridges are needed.
•  Customer pays in the counter. A cashiers can handle the lower weight products easier. 
•  The package is scanned, filled up and closed with the right content by a machine.

While stacked the package is easy to grip both from the top and the bottom due to the negative shape in between the 
separate products. By placing them diagonally together you make sure they do not fall over. Not to forget the great possibilites for bringing this package with you as an on-the-go product. You can drink from the flap or simply use a straw. The protective film will stick to the package when opened resulting in no extra waste.

&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_pour.JPG" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_pour_o.JPG" data-mid="14803612"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_logistics.jpg" width="670" height="377" width_o="1754" height_o="987" src_o="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_logistics_o.jpg" data-mid="13776078"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_stack.jpg" width="670" height="376" width_o="2048" height_o="1151" src_o="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_stack_o.jpg" data-mid="13776244"  border="0" align="left"/&#62;&#60;img src="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_family.jpg" width="670" height="376" width_o="2048" height_o="1152" src_o="http://payload15.cargocollective.com/1/1/57287/2610751/tetra_family_o.jpg" data-mid="13776452"  border="0" align="left"/&#62;</description>
		
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