
Sumit PandeyUniversity of Oslo · Department of Informatics
Sumit Pandey
PhD (Interaction and Strategic Design)
About
18
Publications
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110
Citations
Citations since 2017
Introduction
Additional affiliations
April 2015 - present
January 2015 - April 2015
Publications
Publications (18)
Dyslexia is a learning disability, which affects the ability to read and spell correctly. Special schools for children with dyslexia focus on individual growth, learning and psychological difficulties faced by the child. In this paper, we describe the design, development and testing of Tiblo (Tangible Interactive BLOcks), a tangible learning aid fo...
With service design taking increasingly strategic and transformational roles, effective organizational partnership and engagement has become crucial. However, since organizational communities are structured and function differently from social communities, participatory service innovation methods like co-design need to take additional factors and d...
The nature of services is becoming complex, indeterminate and often transformational and hence designed solutions need to allow for continuous and ongoing evolution by building up organizational capacity for sustained innovation. Design thinking practices are known to be effective at generating innovative outcomes in cross-functional, multi-stakeho...
Smart technologies take different, constantly changing, and complex forms – from personal objects we act and perceive with to environments and infrastructures within which everyday practices and experiences take shape. As a result, they challenge the basic notion of things in design and call for new kinds of foundational design research that attemp...
This paper presents a counterfunctional design concept for a smart surveillance camera, Eyespy, and its design process and expressions. Together, they illustrate new opportunities for the design of smart surveillance cameras and their everyday use. Through our work, we aim to expand the dominant discourse and the design space for smart surveillance...
Recent strategic design and management discourse has identified gaps in the current framing of design for organisations, specifically highlighting a lack of discussions related to emergent design cultures and calling for a strategic framing of the art of design. Connecting and expanding these conceptual discussions with reflections from practice-ba...
This article develops a conceptual understanding of smart consumer technology for interaction design research, articulated through the technological mediation, materials, and materiality of its concrete artefacts. It contrasts current forms of understanding that are based on functional and utilitarian criteria. Our central argument is that a bottom...
In this paper, we present a reflective visual account of the process and outcome from a speculative research through design project-Hearsay. Through this account we unpack and present the conceptual, technical and material explorations that guided our design process. Further, using this mode of reflective visual articulation, we contribute to inter...
The paper describes experiences with Eco-A, an interactive installation for children and youth. The installation was designed to engage children and youth in active conversation around environmental and climate issues. It was developed using research through design (RtD), i.e., the practice of using design thinking, design processes and artifacts a...
In this paper, we explore types of toolsets that are suitable for design thinking processes, when design teams consist of non-designers. We have conducted a series of workshops to experiment with open-ended, semi-structured and structured tools, using design thinking for libraries as a research case. Our results clearly indicate that semi-structure...
The changing technology landscape has reshaped the relationship between producers and consumers and has signaled a shift towards more collaborative and social cultural forms. These changing cultural practices are referred to as ‘Participatory Culture’. While the Internet offers an always on and readily accessible mode of engagement and involvement...
Product demand and high consumption have been traditionally viewed as traits of successful business in the mass market. However, the environment is under immense strain to sustain hyper-consumption driven lifestyles fuelled by conventional mass market business strategies. Sustainable services have started to emerge to disrupt such business practice...
In this paper, we explore the possibility of using games as a way of engaging youth in environmentally-oriented participatory art or other cooperative urban projects. Our approach was design-led, and youth participated in evaluating games that we proposed from the perspective of motivation and engagement, both in the environmental issues in the gam...
This paper describes and makes a case for a data driven user experience design process for Enterprise IT. The method described employs an approach that focuses on defining the key modules (objects) in an enterprise IT software and the data sets used by these modules very early in the design process. We discuss how mapping parent child relationships...
In this paper, we present the Child-to-Child method (C2C) for co-designing with children for children. The method is illustrated using a design case, where an interactive space for young children in Children’s Museum was designed. A three dimensional interactive books are envisioned and explored with children, and consequently embedded into the “Bo...
With the fast growth rate of Internet enabled devices capable of displaying the full web, designing responsively is becoming the next big paradigm shift in web design and development. This case study presents the prototype driven -mobile first design process used for the design of a hybrid smartphone and tablet app for enterprise transaction bankin...
This paper presents 'Keynect', a service based installation based on the idea of building a tangible social network, which is a new kind of social network based on real world objects and social behavior. The concept is inspired by theoretical work done on the nature of always on networked devices and their effects on our culture and behavior, which...
SpellBound is an interactive learning aid for Dyslexic children. It aims at developing an integrated approach towards learning spellings in the English language. The approach is based on the theory of "Multiple Intelligence" for teaching letters and consequently connecting them to make words with associated meaning, to dyslexic children of the age...
Projects
Projects (2)