Interactive Design Portfolio

About me
I am an interactive designer based in Oslo, Norway. I am passionate about complex problems and creating intuitive design solutions through research processes, UX-strategies, and user-centered design that truly meet people's needs.
I believe in placing the user in the center of the design process, focusing on functionality and universal design. This approach is great when collaborating with developers, product owners and users to create solutions that meet needs on every level and create products accessible to the whole target audience.
Feel free to explore my projects or connect with me.email: [email protected]
Dandy Events
a Social event planning app
Course: Interaction Design
2-week exam from 3rd semester

This was a conceptual design exam focused on solving event planning frustrations without relying on cluttered social media platforms. The idea was to create a lightweight, minimal event planner that allows users to create, share, and manage events with friends—without distractions or endless feeds.
Process:
- Conducted Interviews, and created user personas to understand pain points
- Identified needs: Lightweight planning, easy event sharing, minimal social clutter.
- Planned user flowsDesigned a clean mobile prototype with features like:
- Event creation & sharing
- Simple chat for coordination
- Personal event calendar
- Discovery for local events

Our design was inspired by spa aesthetics to reduce overstimulation, and focused on simplicity and low barrier to entry. Our UX choices was guided by Donald Normans Design Principles.
Budget Bliss
A student budgeting app
Course: Design Project
Semester project from 5th semester

Budget Bliss is a mobile budgeting app tailored for students and young adults. It was designed to simplify financial management, encourage healthy spending habits, and reduce anxiety around money. The focus was on motivational design, visual clarity, and practical tools
Process:
- Conducted Interviews and digital user testing with students and young professionals
- Created wireframes, user journeys and conceptual models
- Created a prototype, with iterations after user testing.
- Ran SUS tests to evaluate our project.
Key Features:
- Easy-to-use budget and expense input system
- Receipt scanner (OCR simulation)
- Motivational push notifications tied to saving goals
- Custom categories, icons and color themes for personalization
- Visual dashboards and progress tracking
- Focus on clean mobile usability






Outcome
Started the project with the idea of gamificating budgetting, but after feedback from the target group the focus shifted to practical motivators and notifications.
Munchify Me
Interactive AI Photobooth experience
Agile Product Development

Client: The Munch Museum
Project Duration: May 22 2023 - June 16 2023
My Role: SCRUM-master, Contributor to UX Research and UI Design.
Tools: Figma, Miro, ScrumWise, Notion, REACT, Python, Discord Bots, GitHub.My biggest contributions: Led the SCRUM process, daily standups, sprint planning and retrospectives. Helped organize and conduct user testing. Supported design decisions. Wrote minutes, presentations and reports. Facilitated team communication across diciplines, meetings with product owner and ensured Agile principles were followed.
This was an internship with a 4 week interdisciplinary sprint project at the Munch Museum. The museum wanted a tech-driven concept to engage young adults (18–25) with Munch’s art. We designed Munchify Me - an interactive AI-powered photobooth that transform the customer photos into portraits in Munch's artistic style based on the user's responses to a brief visual questionnaire.
Goal: Make the Munch Museum more engaging for young adults.
Research: Conducted a Design Sprint + Interviews to understand target group behavior and perception. Mapped pain points we could work with: Lack of relevance, low interactivity and minimal tech integration. Defined user needs with personas, user stories and feedback from visitors.

User flow from design sprint miro board.

The first sketch
Munchify Me!
A photobooth placed at the museum entrace:
1. Take a photo
2. Answer a short quiz about art preferences
3. Receive an AI-generated portrait in Munch art style.
4. Download via QR or print as a keepsake.
We used the Munch Museums visual profile throughout the interface.

Prototype 1: Designed in Figma during the design sprint, tested with 6 participants.
Prototype 2: Iterated based on usability feedback, improved user flow, added info, simplified navigation.
System Usability Scale testing indicated a very high usability and user satisfaction.The museum was very positive toward our concept and expressed interest in potential future implementation.
Improving Accessibility and Usability of Norwegian Health Services:
A Prototype Through a Kindergarten Pilot Project

Bachelor thesis
Client: The Norwegian Directorate of Health (Helsedirektoratet)
Project Duration: Desember 2023 - June 2024
My Role: Interaction Designer
Tools: Figma, Scrumwise, MiroMy biggest contributions: Led and conducted user research. Analyzed and presented data into actionable insights. Helped design wireframes. Main designer of the prototype.
This project was part of a bachelor's thesis at Kristiania University College, where a team of 5 students from Interactive Design and Front End Development worked at the Norwegian Directorate of Health. The challenge was to improve the accessibility and usability of their content and services, and we chose kindergarten staff as a pilot group to make the project more focused and manageable. We aimed to make national dietary guidelines and health informastion more accesible and actionable in everyday kindergarden planning.
The directorate holds vast amounts of data and services, so our goal was to create a concept that would make it easier for kindergarten staff to navigate and find relevant content. The challenge was not just to redesign the existing services, but also to bridge the gap between the content provided by the Directorate and other national services available to kindergartens.
Research
Through interviews and testing, we identified key areas for improvement and developed a prototype for a planning tool that integrated the existing resources in a more user-friendly way. Focusing on accessibility for all stakeholders.We conducted:
- In-depth interviews with kindergarten staff.
- Usability tests on existing websited and services.
- Analysis of information and user needs.
- User testing multiple iterations of our project both wireframes and protoype throughout the project.Key findings:
- Users found the current site overwhelming and difficult to navigate. This was not an information/content issue, but mostly a navigation and UI issue.
- Staff did a lot of work themselves to simplify and present guidelines to share with parents.
- There was also a clear need for better tools to plan meals, share updates and access reliable information quickly.

Example from one of our wireframe iterations that we user tested.
The solution:
We delivered a usable dektop prototype designed specifically for kindergarten staff.
-> Click here for the Figma Prototype.
The prototype gathers all relevant information and resources provided by the Directorate into one place, tailored to the needs of the kindergarten staff.
- Personalized dashboard for the kindergartens.
- Recipe bank based on excisting service in the directorate, but with estimated costs.
- Simplified presentation of dietary guidelines.
- Shareable lunchbox suggestions to share with parents.

Helsedir.no today.

Our prototype

Same information and content, but presented in a more grouped and visual way to help make the guidelines less overwhelming.

Prototype examples of a personalized site.
With a personalized dashboard a kindergarten could log in and find recipes, something the directorate already have a version of, but where they could save their own. The kindergartens had physical archives of their own recipes following the guidelines, so this could make it easier to find and store meals. They also spend a lot of time and recourses planning meals throughout the year, to help make this easier and more efficient we intergrated this into the solution.
Impact
The prototype we developed during the project received positive feedback for its intuitive design, usability and relevance from both the kindergarten staff and the Directorate of health.
Kindergarten staff found the prototype intuitive, straightforward, and easy to use, expressing that it would be a valuable tool if made available in their work. The product owner praised our design and said that the project answered all their needs, and was very happy that the project met all their needs and was pleased with how we successfully reused and redesigned their existing resources rather than creating something entirely new. In general, we received very positive feedback and were awarded an A on our final project.