Oliver

Weberg

Experience, interaction, strategy
UX
2020
AHA II
SxD
2021
OsMaaS
UX
2022
PadAI

Drive Sweden - designing mobility for coming generations

X
Client: Drive Sweden
Role: UX Researcher
Year: 2019-2021
The project
There are problems related to the way we move, and a change is needed. However, the conversation keeps its attention around those already indoctrinated in the dated culture. Attempts have been made, but new ways of inviting younger crowds to the table is still sought after. In a Drive Sweden-funded project named A Human Approach II, I designed and executed the Speculative Gaming Probe - a visualisation tool acting as a digital environment for the speculative mind.
Read more about the project here

O'Mama - the quest for resilient mobility

X
Client: OsMaaS
Role: UX Designer
Year: 2021
The project
Mobility is not solely moving from A to B. It is an experience often taken for granted in the complex world of our everyday life. A change is needed. In freedom and sustainability, linear and circular, as well owning and sharing, there are tensions increasing the complexity of new forms of mobility. In this project, I designed the service and interaction of O'mama - a mobility concept that challenges current multimodal mobility standards.
Read more about the project here

CAISR Health - design patterns for digital healthcare

X
Client: CAISR Health
Role: UX Designer
Year: 2022
The project
Studies show that more young adults are struggling with mental health issues than ever before. In addition, the young often describe the digital triage as too messy, putting too much pressure on the individual in defining conditions and approve consent for usage of private information. In this CAISR Health project, I analysed existing digital triage apps to extract design pre-patterns which can be used to create design principles for the rapid-growing field of digital healthcare.
Read more about the project here
Sugarcoated surveillance
The overrepresentation of men in design projects.

Honors

Halmstad Informatics Research Slam
2021
Forefront's Design Project of the Year
2019

Publications

Game design as a pedagogical tool for learning and reflection: The case of the ethics experience.
2022
Speculative Gaming Probes in Design: A study of participants' experiences
2021
Sugarcoated surveillance
Let's make it cute and no one will notice the tracking.
Read full version
The overrepresentation of men
The enforcement of social constructions and its' impact.
Read full version
Into the wild
Learning about design through time well spent in the forest.
With experience in complex areas such as mobility and healthcare I have realised that design is not solely the creation of artefacts, but also the enabling of opportunities for co-creation of actors in ecosystems. In order to understand these systems, we cannot simply rely on assumptions based on past experiences. Instead, we have to empathise with people, challenge our preconceptions, and break the echo chamber in order to design sustainable services for the people, community and planet.

Do you feel the same, or the other way around? Feel free to contact me for a chat.
oliverweberg@proton.me