Did you know that the temperatures on the Moon's surface can drop below -230°C?
Interactive simulation of gravity and our solar system

It's one of the oldest dreams of mankind: to rise up to the stars, see what nobody else has seen before and experience innumerous adventures in space. Yet until today it's only about 500 people that have left the Earth's atmosphere. The majority of mankind is somewhat left behind with little more than pictures and data.

We wanted to take a step to make that dream become more of a reality for all. To let you embark on a journey through our solar system, becoming an astronaut on a mission. And so, from bare visuals and data, emerged something more.

uSPHERE lets you dive into the beauty of space and have the planets and their fate at your fingertips. It let's you be the fearless explorer that you know lies somewhere within.

uSPHERE is an interactive installation, but above all it's an experience.

As our second semester project, we developed the concept for uSPHERE from scratch and implemented it on a multitouchtable. As a setting we chose an educational institution like a museum and so had to deal with a lot of different users with various skill and knowledge sets.

For me it was definitely an enriching experience. uSPHERE was my first step into interactive media as a creator. I was able to experience myself in the role of a project manager while still being strongly involved in concept and design. I made first experiences with paper prototyping and learned about User Experience and Gamification. As the team's sound designer I also did recordings and editing of sound.

My involvements: Research, Concept, UX, Interaction Design, Project Management and Sound Design
Team: Alexander Oemisch, Sven Szota and Laura Chiesa
"Television is chewing gum for the eyes."
- Frank Lloyd Wright
Usability Test for LOEWE
Testing a TV voice control
Picture provided by the German Federal Archives.

In fall 2013 LOEWE approached my university with a special request. They had been working on a new product, a voice controlled TV, and were searching for support in the usability section. After a first briefing was set, questions cleared and tasks explained, LOEWE and a course of around twenty students under the support of Prof. Andrea Krajewski and Holger Bassarek, partnered up.

The assignment was to test five different aspects: the acceptance of a TV voice control in general and in specific, the speech patterns used, the general usability of the product and the usability of the information architecture.

Me and my team chose to investigate the acceptance of the voice control by the users before, during and after using the LOEWE product. Acceptance being expressed as emotional and verbal feedback, we basically dealt with the general user experience.

We conducted five tests along with pre- and post test interviews in a setting with two rooms - a test and an observation room where protocols were written. Later an evaluation followed.

The TV interface.

It was really interesting to step aside and focus on the usage side on products. I saw live how mental model and application character can affect how a product is handled and it again reminded me of the importance of good design.

As a moderator I experienced the opportunities and drawbacks of moderation in a usability test. I learned that tone and posture mean a lot when you're running the risk of influencing the participant.

I really appreciate the opportunity to contribute to a real product and work with a real client, thus getting a better understanding of the industry. I enjoyed presenting the results to LOEWE and other partners of the project in early 2014, and discussing them afterwords.

My involvements: Conception, Moderation and Evaluation of the test, Presentation to LOEWE
Team: Liam Fuchs, Uwe Martin and Laura Chiesa

Everybody can be a creative genius.
Companion for creativity

Humans have always used stereotyped thinking in order to be able to react faster and differ friend from foe in a matter of seconds. But the development of patterns and mindsets also limits us in our creativity. When we can't see something the way it is, but the way it fits into other categories, it is less probable for us to really understand and create new thoughts and associations. Routine blindness can even distract us from the most obvious and easy solutions. But it's not inevitable.

By breaking with patterns and habits again and again and outgrowing the comfort zones of our minds, we can open up and use our creative potential.

Creo is a companion on that mission, reminding us to think outside the box, stereotypes and patterns.

Creo is a playing field for your thoughts.

Creating a space with playful challenges for the mind and making it an engaging experience was the goal of our third semester project. We designed it to be an unconventional, adaptive smartphone app with a soul.

The work on Creo was a challenge and helped me grow a lot, especially in team and time management. I acted as part time project leader and got to know methods for discussion moderation, brainstorming, decision making and presenting on a weekly basis. Being entirely responsible for the concept, I enjoyed my freedom, got in touch with emotional design and for the first time designed a character to interact with.

My Involvements: Concept, UX, Game Design, Team Management
Team: Erdem Turan, Felix Gillmann, Philipp Haase and Laura Chiesa
Hi, I'm Laura. Nice to see you here!
"We are, as a species, addicted to story. Even when the body goes to sleep, the mind stays up all night, telling itself stories."
- Jonathan Gottschall
Short film | storytelling experiment

A dinner scene. A couple sitting and eating. No word is spoken. Only the clock ticks.

5vor12 was basically a solo project, which I used to explore storytelling, using video. For me, the goal was to capture the emotional stages the woman in the story goes through, without the use of dialogue.

I was living in Catalonia during the time the project was created, so I took the chance to show people and the interesting part was how people throughout different cultures and genders interpreted the film in very different ways. What for me was the story of two people whose love had become a sparse coexistence that revolts one last time, to others it was a depiction of marriage, a story about a girl that hates her boyfriend for eating noisily or even wasn't understood at all.

5vor12 was the first serious film I ever made and besides being an experiment content wise, it was also an exploration of what could be done on a really short schedule: everything from concept to final cut was done in two days.

My involvements: Script, Camera, Editing
I'm a 23 year old Designer. My heart beats for UX, stories and traveling.
About me | Contact

My name is Laura Chiesa. I'm student in the Leadership in the Creative Industries Masters program at the University of Applied Sciences Darmstadt, Germany, currently working as an Information Architect for MapCase Media GmbH.

I love to build experiences, stories and concepts that solve problems and delight people. Creating for everything from apps for web and mobile to products for the internet of things and ambient intelligent systems, I learned that design is everywhere. To me being a designer means envisioning the future and shaping it in a meaningful way, while hopefully also having a little fun. I received a Bachelor of Arts in Interactive Media Design at the University of Applied Sciences Darmstadt while working as a User Experience Designer for startups and creative agencies alike. My focus lies on the fields of Interaction Design, User Experience, Interface Design and Information Architecture.

Have a question or an exciting project? Feel free to leave me a message.

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