Mybring Design System

A design/development/communication tool

When working on building digital solutions both designers and developers need to work together to create something that has both the desired usability and technical feasibility. The UI is usually where design and development meet and a design system can make it easier to speak a common language and have shared tools in creating a solid user experience.

The process

I believe that the people best suited to create this type of tool are the ones that are going to use it. While venting to a colleague of mine (a frontend developer) about the difficulty of using sketches and handovers as a way of working together we decided to start building a design system. A design system can either be large, functioning components or smaller building blocks, as described by the illustration of a complete chair or its components. The strategy going forward was that we would only build small and flexible components as we needed them when developing new applications in Mybring (Mybring is a series of applications used to book logistics online.) She, being the developer, has built most of the system, whereas I, by being involved and using it in my work has learned both frontend development but also the incredible advantage both in terms of usability, quality and effectiveness it brings when designers and developers build solutions together.


Read more about the background and the philosophy of the design system in this blog post

Link to the design system


The design system is the work of Elisabeth Irgens, I was happy to be along for the ride learning frontend development in the process

mybring design system

Screenshot of the design system

Illuminating Data

A light installation on mobile communication

Almost wherever you go you can see people communicating through their phones. What assumptions can you make by looking into the call data not knowing what was said or who it was that communicated, only that someone had a need to call another person at that specific time and day. So what does one year worth of call data look like? What makes people pick up the phone and make a call? What can we understand by just looking at the data, no context, no explanation? This project aimed to give the viewer an experience of the calls made by 2.1 million people in Norway for one year, every day and every hour.


This master thesis project explored tangible visualisation of big data exploring the possibilities of using light as a medium to communicate data. The installation visualized 2.1 million of Telenor customers’ phone call activity and pattern over the course 24 hours for 365 days (2013) The data was displayed in a circular structure divided into four parts for each quarter of the year, with one acrylic rod dynamically displaying 24 hours of data for each day of the year exploring national patterns of mobile communication. Every hour was comprised down to 5 seconds, so that the viewer could see the whole cycle in two minutes.


The project had an extensive research phase, an explorative phase and a concept development and execution phase. The research was based on interviews, co-creation workshops as well as reading theory on visualisations, communication and experience design.


The findings from this project show that using light to display
data attracts attention and creates a immersive feeling of
the patterns in the data that is not achievable with a graphic display. The viewer was able to stand in the middle of the data, observing it changing over time.


If you want to see the installation run through a cycle of 24 hours in two minutes, please visit this video of the installation – hour by hour. If you are interested in how the installation was physically made, please visit this video of the building process

To read more about the research, process and exploration, please visit the Project report


The project was done at The Oslo School of Architecture and Design together with Mona Kleven Lauritzen in collaboration with the Telenor Group.


Medicine Interactions

A systemic mapping of the experience of side-effects during cancer treatment

When someone is diagnosed with cancer it affects most of their life as well as the lives of the people who are close to them. The treatment will in most cases consist of not just only the treatment for the disease, but also medication to ease the discomforts the disease brings and the side-effects of the treatment itself. These medications may also in turn give side-effects or have unpleasant interactions between themselves. Not only does this add additional discomfort to the patient as well as a feeling of not being in control of the situation, trying to get an understanding of the entire medication regime is difficult both for the patient and the caregiver.


This project had a background in my own experience with the challenges with medication and side-effects during the cancer treatment my mother went through, and I wanted to try to get an overview of the complexity as a foundation for a the development of a tool to aid in this type of situation. I based it on the medication my mother went through for stage 3 non small cell lung cancer and the medications she was prescribed.

The result

The output of the project was a giant mapping focusing on two areas. The first one was an overview of all of the medicines, their possible side-effects and how these might affect the body. This part of the mapping proved that this is a very complex landscape to try to understand, especially for someone in the difficult process of going through cancer treatment. And that making a tool that would make this more comprehensible would aid the patient in getting a sense of control of her own situation. The second part of the mapping focused on how one might visualise the effect of the medication, when to expect it to come into effect and how long the effect would last to be able to anticipate side-effects as well as having the possibility to plan out the medication regime in a better way.

The way forward

This project has been the foundation of a collaboration between myself and my sister Dr. Mari Herigstad to work towards developing a tool for cancer patients and their caregivers to use during cancer treatments to better understand the medicines and their effects and thus being more in control of their situation.


The project was done at The Oslo School of Architecture and Design in collaboration with Helsedirektoratet


AFK – Away From Keyboard

A tangible interface

An experimentation into materials and interactivity, AFK is a modular system of physical controllers to have a tangible interaction with software.

The project

This was a very explorative process into how one can use tangible controllers to use with video editing software. We did rapid prototyping by making mockups in lego to test different forms of interactions as well as doing research into specialist equipment for video editing at NRK.

The result

The idea was to make a modular set of controllers that could be used to operate any form of software. We used it together with Adobe Premiere, but it could be used with any software that uses hotkeys to access various functionality in the program. We decided to make it using various materials like wood, metal and silicone to explore further the tactile sensations as well as different interactions such as sliders, push-buttons, sensors and knobs to experiment around which forms of interactions felt natural while using different types of tools in the software.


Project done at The Oslo School of Architecture and Design in collaboration with Niklas Schmidt



A audio/video interactive experience

We wanted to make a sound installation focusing on the relation between movement, sound and video.

The result

The installation is made up of two ultrasonic sensors, a microphone, a camera and a projection of the video. The camera captures the viewer and projects the video on the wall. When moving in front of the ultrasonic sensors the sound is distorted, this distorted sound is picked up by a a microphone which in turn distorts the video according to the changing sound. The viewer then becomes part of the installation affecting the video and sound by moving around.


Project done at The Oslo School of Architecture and Design in collaboration with Mona Kleven Lauritzen


Moving digital friendship into the physical wolrd

Peap is based on social media and geotags to make you meet people in person. It is inspired by the days when you had to go knock on your friend’s door to hang out, the feeling of not knowing and hoping for a spontaneous encounter. Today it often occurs that someone you know might be closer than you think and up for a cup of coffee, but you just don’t know that you’re near. Peap challenges the meaning of friends in social media and facilitates casual encounters with real friends by giving you a tactile signal through a ring when one of them are near. Which of your friends and who you are is kept a secret until you actually meet.


The end result was a physical mockup of the ring alongside a video demonstrating how the product would work


Project done at The Oslo School of Architecture and Design in collaboration with Mona Kleven Lauritzen and Hanne Nilsen

peap illu r portfolio

Lego Castle – army of the dead

A tangible interactive gameplay

With this project I wanted to explore the possibilities of creating a sense of magic by using thermochromatic paint. In a time when we rely more and more on digital surfaces it is interesting to try to bring back interactions to the physical world and giving it the tangibility that lacks on screens.

The project

It was a very explorative process into how it would be possible to use thermochromatic paint to add another dimension to the gameplay and heighten the experience of playing with the LEGO minifigure.

The result

By using the special cold sword the knights can wound each other. When wounded
the skeleton underneath will be revealed where the figure was “cut”. If one of the knights gets hurt the player then has the choice either to heal the knight by placing it in the warmth of her hand or to expose the figure to more cold thus revealing a zombie knight underneath and thus changing the gameplay entirely.


The project was done at The Oslo School of Architecture and Design in collaboration with LEGO