Interaction Design Core Task Framework Storytelling Game Assistance Fabricated Input Healthcare Technology Upper Limb Rehab Virtual Motor Spaces Game Interactions Human-computer interaction When players’ play games, they interact physically with hardware, like gamepads, but also virtually in the game world, doing tasks to achieve goals. Healthcare Broad Specific Stroke is a major cause of cognitive and motor impairments. I research how to design novel game-based rehabilitation tools for arm mobility with virtual reality and brain-computer interfaces. Core tasks describe basic tasks central to interacting with games, like aiming, pointing or steering. I created design methods that use tasks for game design and deconstruction. Designing interactive experiences with technology, based on research of people's needs. Part of my research develops better interaction terminology, for ideation and design landscapes. Fabricated input is an implicit game assistance mechanism, in which games' provide a % of obscured input in situations where players were unable to succeed alone. Technology influences how we communicate and frames what stories we tell. I research ways to make insightful and motivational storytelling in people's interaction with technology and their data. Digitialization of healthcare enables data-driven assessment and novel ways to treat people effectively. I research how to best leverage these benefits in our health care system. Motor impairments are individual and requires that tools adapt to people's abilities. I researched how virtual motor spaces enabled people to play, regardless of movement ability in virtual reality. How can games assist players to feel successful, in the face of impairment or technical difficulty? Designing the story around help, is central to people's willingness to receive it.
Academic Background

I research Human-Computer Interaction with novel media technologies such as mobile UX, brain-computer interfaces (BCI) and virtual reality (VR). My multidisciplinary profile is founded on my eduaction in Cand.Scient. Medialogy from 2018 at Aalborg University and a diploma in Classical Drawing from The Drawing Academy.

Aiming, Pointing or Steering?

In Aiming, Pointing Steering: a Core Task Analysis Framework for Gameplay, I present a design framework which facilitates analysis of gameplay as tasks. It was presented by at CHI PLAY 2024 and published in the Proceedings of ACM Human Computer Interactions October 2024.

A symbolic representation of the aiming, pointing steering paper. Next to it, a black curly haired girl sits with a monitor,
    a gamepad, an analog joystick, a mouse, and a virtual reality controller. Behind them, a timeline is abstractly depicted - its a task hierarchy
    with four levels called activity, task, action and operation.
Recent Publications
See My Publications.
Teaching

Through my position at Aalborg University, I have conducted workshops and held guest lectures in interaction design and game development, where I combine theoretical lectures with hands-on design activities.

Two images. In the left-side image, students are interviewing a person who answers using pictures on an easel. In the right-side image, students are gathered around a table, drawing storyboards with black markers on large A3 paper.

I organize drawing for all levels, through the Sketch with me - Aalborg facebook group. From 2021-2023 I organized "Tegneklubben" as part of new evening activities offered by Aalborg's art museum KUNSTEN.

In a room with marble statues, people are gathered around tables with sketchbooks and paper. Bastian is explaining the drawing activity of the day.
Find me..

Don't hesitate to connect or reach out to me if you want to say hi or have questions!