KASPER BORGBJERG
linkedIn-icon
windows-icon
04:27:18
ItemPNG

ABOUTME

ItemPNG

PROJECTS

ABOUTME
Welcome to my website, it might look old and outlandish and that is precisely the point. I am a master's student in my twenties with a passion for IT, Web, and Product design, and I have a bunch of interesting and cool projects under my belt, which I would like to showcase with you here. These vary from native mobile apps to tangible Hi-Fi prototypes and everything in between. I have designed and developed this site myself, written in JS, with VueJS as my tool
PROJECTS
ItemPNG

TOPICO

ItemPNG

SMARTBELT

ItemPNG

CLEAVER

ItemPNG

COFFEECAN

ItemPNG

COAXER

ItemPNG

Ringmerking.no

TOPICO

Linguistic learing tool for the elementry school

What is topico

Topico is an online dictionary for the individual classes to use. It is aimed for the pupils in a sixth grade English class, designed on the basis of observations and empirical data that we have gathered and analyzed. It is used to store verbal descriptions of relevant words and topics learned in class in audio files. This project fits in the category of EduTech, which covers the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropriate technological processes and resources

Brief demo
How it works

The game works as following. Four pupils sit around the device. Then they push the main button on the top of the device, which makes four different words appear, where they only can see one word each. These are the main words. They all have three corresponding help words, which is related to the meaning of the main word. Then they push the button again, and the device will choose one of those four words. The pupil that the word is displayed for, will be instructed to explain that. When they press the button again, there will appear a help word, connected to the chosen word, on the three other screens.

Help words will appear one at a time, to secure that they can discuss and connect it to the chosen word. After this is done, they can press the button again, to record the explanation of the word. When this is done, the explanation is stored on the website, where they can find it connected to the chosen word. From the teacher’s perspective, we learned that she has had some quite struggling experiences with new technology, so we have made our website it in a way, where she only redefines the main words and help words.

Interaction with four students
Device / Cloud model
Scenario interaction
Concept

It is the pupils themselves, who records these audio files. The game is suppose to encourage the pupils, to collaborate with their classmates, to make the most substantial description of every word, that they receive. The goal for this game, is not to make a flawless sentence, without any grammatical mistakes. It is suppose to make you practice your verbal skills, to gain experience in explaining specific things. It is equal to what is expected of you in the demands from the ministry in Denmark. From our collection of empirical data, we have learned that they use their native language more frequently, when discussing the meaning of words.

Empirical data

From the observations we made visiting an Elementary school, sixth grade english class, we got different views on the pupils and their work methods. We wrote notes about how they acted and used the English language compared to the Danish. We also saw, how they cooperated with each other and how they helped each other. Furthermore, we saw how the the pupil’s relation with the teacher was like. Information was gained with the methods from Ethnographic field methods, Guiding Principles of Ethnography(NaturalSettings). We also had small conversations and semi-structured interviews with the teacher and pupils which gave an insight in their daily work and activities.

Findings

Topico has been designed with the pupils learning abilities in mind. As a concept and product, the idea has essentially been to make a product that can aid learning among elementary school pupils. Putting this pursuit to fruition has taken then form as device and webapp solution, where both the relation between the pupils and teacher has been a major focus. From the field studies, several challenges raised to the surface in terms of how to teaching could be enhanced. One of these challenges was how some pupils was left of the discussions and dialogs in English class, and the dynamics of words exchange were mainly constituent of a few active pupils and the teacher.

Furthermore, the same issues were visible during group work, as the same active pupils would conduct the dialogs, and thus exclude the less active students.

This is where Topico fills in the blanks, enabling and encouraging an active learning space for all types of pupils, focusing on language exchange. Furthermore, the teacher can also assist more pupils at the same time as he/she can correct and set the degree of difficulty of the words used in each game round.

Whether this smart connected learning tool has a place in the classrooms of today remains to see, this will be up to further investigation and testing to clarify, however the analysis of the demand of such a tool is without doubt existent.

SMARTBELT

The selfadjusting belt that didn't cure cancer

Begun the fall of 2019, the self-adjusting belt project intends to make a self-adjusting belt that is wearable and functional for demonstrative use. This project has the purpose of describing the making of a prototype that is functional, created with basic components, and elaborate on the process doing so. The prototype presented is a custom made belt buckle, created through 3D print, together with a custom made PCB circuit with a microcontroller, controlling the components. Our result proves that this project is highly doable with basic components and novice to general knowledge of electronics.

Our awesome belt

Components list

  • Belt buckle (3DPrint PETG)
  • Battery housing (3DPrint PETG)
  • 3.7V 1200mAh LiPo battery
  • Nema17 Stepper Motor
  • FSR sensor
  • Custom PCB board
  • Crystal, 16 MHz
  • EasyDriver A3967
  • Cheramic Capacitors, 220 μf
  • Green LED
  • Red LED
  • 2x Resistor, 220 Ω
  • Resistor, 2000 Ω
  • Resistor, 10000 Ω
  • Momentary button
  • Fabric belt

Brief demo of the prototype

This demo is proof that our project is doable, designing and developing a self adjusting belt. And keep in mind, this is a proof of concept project, no commercial thoughts behind.
What we have buildt
The prototype consist of a bigger main box that serves as the belt buckle, housing all of the electronics, except from the mobile battery that supplies the circuit. From the outside, the top surface holds the button for switching the direction of the stepper motor. This capability is necessary for the design, as it functions as our locking mechanism. we discussed different mechanisms for locking the belt in, but landed on the one mentioned above as it was the simplest solution that demanded the least space. On each side of the button you find two LED’s, one red and one green, indicating if the belt spools in or out.
On the side of the box facing outwards, you find the force sensitive resistor (FSR), that functions as the activator for the motor inside the belt buckle. The analogue values from the sensor is mapped to two different speeds, that turns the motor. The user then has the possibility of running the motor in two different speeds as it might me suitable for the situation at hand. Inside of the buckle, there are three hardware components, the PCB with the microchip mounted on, the stepper motor itself, and the driver board for the motor.
The motor is tightly secured by two opposing walls, as well as a notched wall on the top, hindering it in moving vertical. The main gear is mounted on the stepper motors axle, vertically, and held securely by a wheel baring on the opposing side, enabling steady rotation of the gear. Parallel to the main gear, there is a second gear mounted to two wheel barrings, one below and one above the gear. The two gears have a similar additional outer gear on their top side, which interconnects, making the second gears rotation fully dependent on the main gears rotation.
Between the two gears there is a 2mm gap, where the belt itself is feed through. The gap is tighter than the belt itself, and therefore grabs the belt as it is feed through the opening and spools is further in. This leads to the two cutouts for the belt to go through, on the left and right side of the belt buckle. These cutouts are aligned, so the belt is spooled through on a parallel path as where the two gears are mounted on the inside of the box.
On the inside of the box, there is a second compartment, located in between the outer wall and a partition wall north of the main gear. This compartment is reserved for housing the PCB board and the driver board. At last, there is a cutout on the left upper corner of the wall, where the start tip of the belt is mounted on.
PCB backside
Exploaded 3D model
PCB with components
CLEAVER

The android app that makes moving to a new city more pleasurable

Application goal

The application will enable the user to connect with other users to engagein various social activities together. The goal of the application is to help the users connect with likeminded users in activities of their choosing, whether it would be going to a bar, attend a sports game, or watch a movie. A central feature is the ability to connect users that don’t know each other prior to the social activity, matching them based on location and a common interest.

We propose that users can ’host’ events, and then other users in the immediate area can ’sign up’ for events if they feel like meeting new people, and the proposed event interests them. After attendig an event or hosting it, the participants of the event will be displayed as acquaintance in the Connections room, where each acquaintance is presented as to which common event you last attended.

Target user

The target user are younger people that are new in a city, either they are there tostay or just on vacation - and want to meet up with other people. Moreover, the target group does notexclude younger people moving from other countries. Young people, are more likely to travel alone to anew city, as they are more adventurous and often don’t have commitments back home, such as family and career compared to middleage people.

Mobile features

We envisioned that all nearby available events should appear on the map, relative to the users position. Hence, location service provieded by the Android Map API is central. Furthermore, the possibility to follow up on event and people with common interest, the ability to chat and recieve notifications is vital.

Personal profile page (Frame.1)
Chat window (Frame.2)
Creating event (Frame.3)
Event appears on map (Frame.4)
Paper mock-ups

Our first pair of paper mock-up ('Personal profile page & Chat Window'), is going through the interaction where a danish girl for Aarhus, Anna, comes back to her hometown, and gets in contact with a former friend, Mike. In the first frame [Frame 1], Anna has an overview of her profile, as well as the last people she has been in contact with. She presses on Mike as he is the only one also located in Aarhus. The second frame [Frame 2], show a small profile section in the top covering general info about mike. Below that we can see the recent messages they have exchanged. Furthermore, it depicts Anna having sent a message asking Mike out for coffee the next day, and Mike have just become active, currently typing a response to Anna.

In our second mock-up [Frame 3], a man named Chris have just moved to Copenhagen from Stockholm, and have just set his profile up with the app. Being new in town he want to socialize and invite some people out on dinner. Hence, he creates an event that will be displayed on the map in the Happenings section of the app, that people in the nearby location can see and join. He has some options to specify the event, What is the event, For whom, At what time and the following location of the event. Completing the post he press the "Post" button. Following that action, the app gives him an alert dialogue, informing him that his post was successfully uploaded (This Frame is not included). He presses the "Ok" button on the alert dialogue and is the redirected to "Happenings" section of our app [Frame 4], where the map shows him that location of the event as well as a description of the event.

Personal profile page
Chat window
Creating event
Event appears on map
Fragments HiFi prototype

The design from the paper mock-ups where revised and put throught different types of analysis such as Heuristic Evaluation and Expert Review Analysis. These methods eventually crafted the HiFi prototype, AdobeXD that is a simple but detailed visualisation of what design we strived to accomplish with the Cleaver application. For further interest, click the link in the header above to check out the prototype. FYI: the name Cleaver has its origins from a typo, were the actual name should have been Clever.

COFFEECAN

The multimodal coffee can designed to assist the visually impaired

Intro
This is a prototype of a multimodal coffee can, that is designed to assist and aid the visually impaired. Coffee can be poured, just as with a regular coffee can, though here it is implemented vibrotactile and auditory feedback to further exploit the perception capacity available for user. Thus, the theme for this project is multimodal interaction, which is how systems can be designed to utilize input and output through different channels of perception, available for the user.
Prototype goal
By heightening the level of tactile and auditory feedback, the goal was to see if it is possible for visually impaired people to make fewer errors when pouring, as well as shortening the pouring time. Also, how will the user make sense of the feedback when exposed to it, will the assessment of the emitted feedback be significant enough to be higher regarded than their own practiced techniques, or will it be complementary.
Feedback Design
The feedback design chosen, was based on the parameters of giving instant feedback of the user’s actions with the device.
  • Grabbing the handle and receive feedback upon amount (tactile and auditory feedback)

  • Pouring from the coffee can (tactile feedback)

  • Confirmation of the cup successfully poured (tactile and auditory feedback)

  • Confimarion that the temperature has the appropriate drinking temperature (auditory feedback)
Feedback Model
.
The model to the left depicts the two different forms of feedback, and in what scenario these are used. Tactons are structured tactile messages for non-visual information display, that are used to inform the user through output of vibrotactile waves. Tactons are based on frequency, amplitude, waveform and rhythm as main parameters. In conjunction with tactons, the can emitts earcons through several of the sequences of interaction. Earcons are here used as in parallel with tactons. Earcons are the equivalent to tactons just on the auditory modality, and in this design presented in a concurrently manner.
On the inside of the 3D printed handle, four coin vibration motors are glued to a ninja flex material which fits through the cut outs in the handle. On the other side of the handle, a photoresistor is mounted, to detect if the handle is grabbed. Using PWM (pulse width modulation), the analogue motors are controlled through the waveform signals where a higher PWM signal is equal to a higher voltage, which results in a higher vibration amplitude and frequency.
Handle
Components list
  • Coffee can top (3DPrint PETG)
  • Handle (3DPrint PETG)
  • Water-flow-sensor YF-s201
  • LDR Photoresistor
  • 4 x Coin Vibration Motor
  • Waterproof Temperature Sensor DS18B20
  • DF Player
  • Small speaker
  • Arduino Uno
COAXER
Ringmerking.no