1. I am an interaction designer
with experience in design for
research and development,
a passion for user centred
design and usability. I have
worked with stakeholders
and users in different fields
which provided me with
knowledge on how to solve
problems through design.
In this portfolio you can
find a selection of tangible
and interactive objects for
research, service design, and
user interface as well as my
skills as a graphic designer,
illustrator, and fine artist.
PORTFOLIOANA NETO
2. As my 4 week project, I presented a more user friendly
website interface being the first employee
to emphasis the importance of the webdesign
interaction. Focused in the customer’s website
feedback,Isuggestedtopresentahomepageandtwo
products page using infographics and illustrations.
I made it accessible from navigation and a more
intuitive design.
MINIBOOSTER
MiniBooster is a company engineer based that
produces intensifier products for hydraulic cylinders
Intuition
Accessibility
Optimization
3. Duringthis2monthsinternshipIillustratedastoryboardof
twoscenarios.AscenariowithandwithoutaFydicocustomer .
I worked together with the marketing team to share the
value of the product and the user experience.
FYDICO
Fydico is a start-up company that developed a
boat alarm with fiber optics technology.
I have also made a marketing and user research to
identify their customers, boat corruption, and analyse the
product feedback for improvements. With the insights I
madeadesignmappingtodefinetopicsforfurtherresearch.
4. During my 2 months internship, I had the opportunity to develop the first playful digital platform for the company.
I worked together as part of the game developer team to create a digital platformfor 6 year old children and combine a physical and digital world experience. I illustrated graphic backgrounds and
characters for games to be used in workshops has one of my tasks, as well as participated and organized workshops with children and teachers for the purpose of user testing and interviews while making
activities related with play.
Play DXTR
Play DXTR is a star-up focused in the child development using playful interactive cubes to extract the data and transform into an healthcare performance app.
The workshop
What children like to play
What children learn at school
What engages children
How children use their skills
How children use logic and critical think
Develop stories with a learn / play background
Illustrate 4 stories with static images
Illustrate exercise solutions
How children interact with the cubes
How children understand the instructions
What should be the level of difficulty in each exercise
Is the story / character engage for children
How children relate physical and digital play
Design mapping
USER
RESEARCH
DIGITAL
PROTOTYPE
USABILITY
5. Aftertheworkshop,Iprovidedanewandimproveddesignconceptstocreateastrongerconnection
with the different areas of the children’s cognitive development and play and used a design map
method (image on the bottom right).
Thegoalofthegamesweretoprovideaqualitativeandquantitativeevaluationofachild’sperformance
to their parents. I created a digital interface for an appto provide with simple information to
theusersandtohelpthemimprovetheirskillsandhaveaselfperceptionoftheirperformance(image
on top right).The information was based in the reseach made from the workshop and the company’s
goals.
Play DXTR
The app
ZOO GAME (example)
His cat just ran away into the
zoo close by! I’m afraid it’s
lost, will you come with him
to find it?
Great thanks!
Karl has to buy an
entry ticket to enter
the Zoo.
Build a man so that
Karl can buy the
entry tickets.
Very good!
Great, now that he’s inside,
let’s check the different
animals from the zoo one
by one. First Karl goes to the
turtles.
Build a turtle.
Very good!
6. SOCIALTRACE
Social Trace is a concept of an innovative
participatory method to be used in brainstorming
formechatronicstudents.Anelectronicaltoolwasused
for sketch to make the students out of their comfort
zoneandtobeinterestedinthedevice.Iusedcontinuos
sketchmimicryandleadershipbetweenalltheusersto
promote equal participation and exploration of ideas
and creativity.
Myrolewastodevelopadesignthroughresearch
device with a user and field studies background in
thenewfieldofcomputer-supportedcooperativework.
I have prepared the prototypes and used theWizard of
Oz method to simulate how I intended to work.
USER RESEARCH
Survey
Observation
Interviews
NEED FOR
COLLABORATIVE
CREATIVITY
Personas
Storyboard
Concept
Development
Prototype
USE SKETCH
DURING MECHATRONIC
STUDENTS BRAINSTORMING
INTERACTION
DESIGN
User testing
Interaction
analysis
Feedback
USABILITY
HOW MECHATRONIC
STUDENTS PERCEIVED
THE EXPERIENCE
7. GETTINGTO KNOW
THE USERS
AFRAID OF ELECTRIC SHOCK
ELECTRONICS
DEMONSTRATION
READY MADE PROTOTYPES
EXPLORE
HOW DOES IT WORK?
MOVEMENT EXPRESSIONS
GENERATING NEW IDEAS
WITH OTHER OBJECTS
PROTOTYPING
ELECTRONIC
LECTURE
CIRCUIT UNDERSTANDING
FEEDBACK
CONCEPT
DEVELOPMENT
EXPLORING MATERIALS
AND POSSIBILITIES
BETTER UNDERSTANDING THROUGH THE
MATERIALSOF HOW IT WOULDWORK
DRAWTO UNDERSTAND AND EXPRESS
INTERACTIONS AND HOW TO BUILD IT
DIFFERENT LEVEL OF COMPLEXITY
FEELING OF ACOMPLISHMENT
HAPPY TO HAVE A NEW TOY
PRESENTATION IN SCIENCE CLASS
MAKER KIDS
The project was a service design concept to teach children the basic of
mechanic and electronics in theory and practice. Already made objects were
brought to the workshop to be modified and integrated interactive actions.
My role was to guide the research process since I had experience in working with
children.Frominterviewstocreateuser groupsandplantheworkshopsweresomeof
mytasksaswellas illustrateaguideforchildrenwithvisualdescriptionsandaposter
with the insights of the process.
The results of this fun experience was a sense of proud and accomplishment for the
children and us, designers, of what the children were able to make. They presented
their projects their work in the science class some days after.
8. ORIGAMI SECRET
The project was part of a research conducted by Seunghee
Lee at the University of Tsukuba. In this project my role
was to develop and build the concept of a product that
could provide interactions and communication between
peers and parents during the pre-puberty.
Tangible objects opened to social interactions and
communication, therefor I created a prototype of a
surface where users could place those objects. Inspired by
the Japanese culture we built a board made of paper in
which children placed their origami and wrote their secrets
or answered to other users secrets. The build-make of
a tangible object created social interactions that
resulted in a natural communication development.
9. PREVENTING FALLS IN ELDERLIES
I development an app designed together with the company Manuxa and the physiotherapist in Sønderborg Kommune. We
focusedinacomplexproblem,fallsinelderliesusingco-designandparticipatorydesignmethods.Manuxaisacompany
withaprojectStrongHandoriginallycreatedforarthritispatients.Theconceptwasfocusedinreducinglonelinessandtofulfill
the feeling of being useful for someone, socialize, exercise independently and make them elderlies to exercise more often.
My rolewas to organize and make interviews and create wireframes for an app to exercise in groups, keep track of their
activities and communicate with others. I organized meetings with the stakeholders, workshops, analysed the data and
created a business plan for the online application.
10. SOCIAL LAMP
Focused in the use of new technology
as Neurosky headsets setted in a social
environment and reflect on its usability
was the aim of this project. How it would be
experienced to know what would be the other
person’s state of mind and how it influences our
behaviourweresomequestionsthatIwantedto
explore.
The shape was inspired by an organic element
as a flower and shared to only one user what
was the mind state of the user situated in from
of him. The four colour lights represented the
different mind states: attention, relaxation,
compassion and inspiration.
My role was to develop a concept using
storyboards and different handmade
sketchesoflampsdesign.Ialsocreatedarapid
prototype to have a better understanding of
how the user perceived it in terms of size and
shape but also to think of how to install the
electronics inside.
EGG MIND STATES
Aggitation
Thinking
Attention
Calm
Relaxed
Meditation
Inspiration
Compassion
Reading
DATA
IMPROVE SPEED DATES BY SHARING EMOTIONS
OTHER LAMP DESIGNS
HIDETHE EMOTION
FROMTHE OTHER
PERSON
COLOR LIGHT FOR
EACH EMOTION
DETECTED
11. TOILET BRUSH COMPANION
Aconceptofaninteractivetoiletbrushdevelopedtoimprovethe
user experience of this object. I worked as part of the concept
and product development.
My role was to develop ideas, history boards and explore
which emotions we wanted to invoke with the interactions of
the user and the product. I also helped in the development of
the design I sketched different toilet brush shapes and built a
rapid prototype to have a closer experience and exploration of
the experience.
The results indicated a fun experience with an appealing
aesthetic object that users try to avoid interact in their daily
basis. The users also showed respect for the object, as if it was
morethananobject.Althoougharelevantquestionneededtobe
considered: How to design for public and private spaces?
USERTESTING
VIDEO ANALYSIS
ANALYSE INTERACTIONS
AND EMOTIONS
HOWTODESIGN FOR
PUBLIC AND PRIVATE SPACES
FUTURE
CONSIDERATIONS
RAPID PROTOTYPE
SHAPE PERCEPTION
EMOTIONS AND MOVEMENT
10 minutes after the toilet is
being used, the brush starts to
move.
After15minofwaiting,
the brush starts to feel
anxious and moves
faster.
The user holds and uses
thebrush.Whenmoving,
the brush makes music.
When putted back, the
brush bends and thanks
the user.
Toilet companion awaits the
user.
TOILET BRUSHTIME LINE
12. DESIGN SPACE
A2weeksprojectofaconcepttoredesigntheresearchstudiointhenewuniversity
in Kolding before it opened.
My role was to plan and organize the workshops but also to create different
concepts with the users feedback. I also made a mock-up of the space that was
used for a final project.
For the workshops we explored 3 different methods:
. objects which users built their own office
.picturesinwhichtheusersusedcolourcodepenstowritewhattheyliked,whatthey
didn’t like and what they would like to have in those pictures
. theatre method in the new university in which the users placed themselves to have
a realistic idea of the space and where they would like to be placed
CO-DESIGN
USER CENTRED DESIGN
RELAXING AREAS
EXHIBITION AREAS
SILENT AREAS
PRESENCE OF NATURE
BE INVOLVED IN OTHERS PROJ
MEETING POINTS
13. SKETCHINGTRACES
Project made in collaboration with the Design Research Group at Crown Equipment Corporation. Crown is an American company that
provides lift trucks.
ThiswasaconceptofhowtoanalysevideosprovidedbyCrownusingtangibleobjects. Itwasgiventoustangibleobjectstosketchthe
forklift tracks in the videos.
My role was to test the tangible objects and provide with design improvements. A combination of visual graphics to support
communication on the video and time-line.
Users were more engaged with the material than with transcripts which opened for new insights to existed problems with the forklifts.
The solutions for the forklifts were then solved with sketches and Lego pieces.
14. THETANGIBLE BUSINESS CUBES
A concept of a tangible tool that made stakeholders reflected in their own business
and tourism.This project was made in collaboration with Mommark Marina, which had
the goal of attract more tourists during the summer.
MyrolewastomaketechnicaldesignsinIllustrator,updateablogwithallthedata,
work as a graphic designer to improve the company’s marketing design with new
flyers. I also worked as a research which I experienced other tangible tools before the
creation of the final concept.
Thecubesrepresentedpotentialelementsforbusinesshasthediversityofcustomers
and space, together with a positive business experience. The combination of the three
cubes created business strategies to have more tourist during the summer.
Strategy idea events
to attract tourists
Places Events Costumers
666
15. Do you want your baby to be cured
from autism or do you want to control
his/her life?
AUTISM CONTROLLER
The project was a concept with a strong research background
to validate a conceptual provocative product. This was a
concept within a critical design field to question the
positive and negative aspects of the device usability to detect
and prevent autism in babies.
Concept:Thedevicedetectedneuroactivityandphysiological
movements, and it showed if the baby had autism. If so, the
mother could detect and sent brain signals to recorrect the
baby’s movements in a certain social situation.
• brain computer interface headsets,
headsets that detect brain activity to
help patients with motor difficulties,
including autism in children, the sooner
is detected, the easier it is to repair
• brain to brain interface, a recent
research to control the movement
of another human through brain
signals
RESEARCH BACKGROUND
16. FABLE DE LA FONTAINE
THE WOLF AND THE DOG
I have illustrated the scenes of the fable that I
considered t o be m ore interesting. The
representation of a luxury food life with the price
of its freedom.
Illustrations to explore Adobe Illustrator with a
free topic. I have choosed the topic of a witch
with her cat and a super hero with a big city in
background.
Drawing based in a picture
17. My paintings are inspired in the
psychanalyse of the fairy tales,
which adult writters wrote stories
with children that represented
the different stages of the child’s
development. These stories were
modified and adapted to be seen
by children and accepted by the
society over the years. It lost the
provocative and controversial
part that represented the child’s
development and behaviour.
Therefor I focused my paintings
in these representations of a non-
innocent child.
TheThreeLittlePigs
Acrylic on Canvas
50x60 cm
WhenIGrowupIWouldLiketoBe...
Acrylic on Canvas
50x100 cm
LittleChocolateHouse
Acrylic on Canvas
127x38 cm
Bean’sFoot
Acrylic on Canvas
76x72 cm
PAINTINGS