Explore my selected projects, ranging from my Master’s Thesis at Moesgaard Museum to interactive mobile applications and AI-driven systems.
Education
I hold a Master’s degree in Interaction Design from the University of Aalborg, where I explored the intersection of physical and digital interactions. My focus is on designing engaging user experiences through research-driven methodologies and technology. This educational background has laid the foundation for my work on projects like my Master’s Thesis, Zoodex, and other interactive design challenges.
Master’s Thesis, Moesgaard Museum
For my Master's Thesis, I had the honor of designing an exhibit that was displayed at Moesgaard Museum in May 2025. Working with an existing installation called The Commander's Tent, we took on the challenge of redesigning it to combine tangible physical elements with touchscreen-based digital functionality, addressing key limitations in the original, such as lack of feedback, while adding visual variation and multiplayer support. Evaluated and exhibited on-site at Moesgaard Museum with 38 visitors, the prototype was assessed across four User Engagement Scale dimensions — focused attention, perceived usability, aesthetic appeal, and reward. The hybrid version scored higher across all dimensions, with 86.8% of participants preferring the redesigned version, citing improved interactivity, visual clarity, and multiplayer support. Observational data and interaction logs confirmed more sustained attention, quicker onboarding, and fewer interaction missteps.
8th Semester Project - Zoodex, Aalborg Zoo
In collaboration with Aalborg Zoo, this project explored how large language models and image classification can enhance zoo visitor engagement and foster personal connections with animals. Two pilot studies informed the design: interviews at Aalborg Zoo highlighted visitor interest in documenting animals, while a study with university students showed positive engagement with animal-simulating chatbots. The result was Zoodex, an Android application combining image classification, LLMs, and gamification. Evaluated on-site with 20 pupils aged 12–14, participants enjoyed collecting and chatting with LLM-animals around the zoo, finding the experience both immersive and educational.
7th Semester Project - Retroscribe
In collaboration with a local gymnasium, this project examined reading habits and perceptions of classic literature among students aged 17–22 through a workshop with ten students, consisting of a focus group interview, reverse brainstorming, and inspiration cards. Findings showed participants found classic books challenging due to complex language. This inspired Retroscribe, an AI-driven tablet application that rewrites classic literature into contemporary language while retaining the original plot. A hallway test evaluation showed unanimous preference for the rewritten text, suggesting it enhances excitement and relatability for the target audience.
Work Experience
See my professional experience and the systems I have worked on.