porfolio english screen150125
Published on: Mar 4, 2016
Transcripts - porfolio english screen150125
Industrial design PORTFOLIO 2015
Case study - Product design 6
Case study - experience design 10
Case study - Interaction design 14
Chase case 18
Multi use shelter 22
Wall lamp 24
Book stand 28
Recycle hero 30
Form studies & art 34
Consept art & design
WHO IS NIKLAS ÖHRBERG?
A “jack of all trades” industrial designer who like most
things related to form and function. When I was little I
loved to build tree houses, box cars and Lego spaceships
and my unique skateboard with a stereo and brake pads of
metal testify about a certain ingenuity and creative desire.
Anyone who knows me knows how difficult it is for me to
give up before everything is perfect and the set goals have
SOFTWARE PRACTICAL SKILLS
Adobe CC Sketching
- Photoshop Building models
- Illustrator Basic skills in woodworking
- InDesign Basic skills in metalworking
Rhinocerous 3D Used to be a electrician
SolidWorks Used to be a computer technician
Phone: +46(0)73 53 74 167
“Case study: Product design”
Tesis work - Controller
Prior to my thesis, I contacted the company Mionix
with a request for cooperation.
”Mionix AB was founded in 2007 by Peter Nygren.
The goal was to design and develop high-end Com-
puter peripherals made for gamers. The company
stands for high quality, cool design and a touch of in-
novation. Mionix has received numerous of interna-
tional prizes and awards for their products. Mionix
has a global presence with a worldwide network of
Distributors, resellers and partners. For more infor-
mation, visit www.mionix.net ”. This quote is taken
Peter Nygren was in favour of cooperation and after
some juggling of ideas, we agreed on a product
(Controller for TV and computer games) as well as
a concept for the project. In the current situation
Mionix has no controller in their product range and
it was therefore a suitable, and fun, product to work
with facing a possible future product range develop-
The first part of the work was directed toward gath-
ering knowledge about the existing controllers on the
market. Facts where collected through the study of
professional reviews, and also in contact with users
via surveys as well as through the testing of existing
controls. Facts about the target audience were also
collected during this phase, through questionnaires
and user studies.
During part two solutions for the desired functions
where developed and some of the solutions was
tested by a test group. Suggestions for the product
styling were also developed during this phase.
Part three of the work was directed towards the
development of the final concept. This was done by
determining the design, creating a 3D CAID model
and then a physical end model.
Everything came together in a report and where
presented in front of the examiners, and was shown
during an exhibition.
Thanks to confidentiality, I cannot show that much
of the result of the work.
During the project I created a dozen test models with
the aim to test the ergonomics, function and also
the aesthetic impression. During one of the tests,
the test participants were asked to put out a number
of joysticks and buttons on the test model that they
considered most attractive. This resulted in a num-
ber of holes (after the pins that fastened the knob /
button) in the test models. These holes could then be
analyzed and provided an indication of the areas in
which users fingers could move freely. An example of
this is seen in the picture to the left.
One of the thesis criteria was to create a model that
faithfully would represent the product. To pro-
duce this model, a mixture of methods where used;
3D-printed shells, machined joysticks and buttons as
well as the inevitable but also fun hand crafting for
some details. The model was painted and polished to
obtain the correct surface finish and texture.
(The image is masked due to confidentiality.)
The cardboard model on the next page was created to
verify the size and ergonomics of the 3D CAD model
which were to be printed using the university’s 3D
“Case study: Product design”
“Case study: Experience design”
Härnösands Motorpark -
In the third year at the Mid Sweden University’s
Industrial Design program a major project is per-
formed, in collaboration with a company. Our class
had the pleasure of working with the Mittsverigeban-
an, a racetrack belonging to Härnösands motor park.
The facility has been in existence for a number of
years and is in need of a renovation. The projects
first phase was carried out by the whole class where
small groups were gathering information on every-
thing related to the track and road racing. To be able
to analyze the facilities during an event, we attended
a major event, “Time Attack 2013”, which, among
other things, was treated with a F1 show. The race-
track was also visited later on where we got to have it
The analysis showed, among other things, a need for
a well-planned flow of those moving on the field dur-
ing the events. Drivers, officials, visitors and others
must be able to safely move in the area while the feel-
ing of contact between the audience and contestants
should be maintained.
After the analysis phase began the creative phase. At
this time, the class was divided into smaller groups
and I collaborated with Levik Hartonyian and Na-
Together we worked out a design for improved flow
of people in the arena and we also looked at the other
needs that were shown by the analysis.
The most noticeable changes in our concept include
a new reception for the contestants and officials, a
new grandstand and a restaurant.
The concept for the reception building has several
features that make it flexible for different types of
events. The reception itself has a good flow where
contestants can quickly register their arrival etc. The
building also has a coffee room for contestants and
officials and others. There is also a conference room
and an infirmary. Upstairs, there are beds and chang-
ing rooms for rent. I was responsible for this build-
The existing arena is missing a grandstand. Our
concept has a grandstand gallery that also is adapted
for the disabled. The building has toilets, garages for
machinery and kiosks for selling hot dogs and drinks
and other simple food. The stand also has space for
the secretary, which receives a good overlook of the
track. The stand also has an opening where the con-
testants drive (from the pit area) through the stand
and on to the track, all to create excitement and a 11
relationship between the driver and the audience!
Levik Hartonyan was responsible for the grandstand.
The restaurant, which was under Nathalie Svedlunds
responsibility, was designed to be a focal point for
all those who pass on E4 just outside the motor
park. In the absence of a real roadside restaurant for
several kilometers, we found it convenient to such
a restaurant here, to attract people to the racetrack
even when no event is being held. The restaurant has
a modern look and includes a VIP area and other
functions deemed appropriate. It also has a large ter-
race with great views of the area and it’s also placed
close to the so-called “natural grandstand” at the
highest point of the racetrack.
The project also included the planning of the pit area,
parking lots, entrances, recycling station and a lot
The results were presented in the form of two mod-
els, a poster and an oral presentation to the clients
and other visitors.
“Case study: Experience design”
App development - Interaction
Mid Sweden University, Department of Informa-
tion and Communication (ICC), in Sundsvall gave
me and programmer Mintesinot Wodajo the task
of developing an augmented reality application for
mobile phones. According to the assignment the
app should include (at least) one 3D mesh model of
a person and the app should be easy to use even for
people who are not familiar with augmented reality.
“Augmented reality” often involves the use of mo-
bile phone cameras and screen for real-time display
information about what the camera “sees”. Eg if the
user point the camera at a famous landmark the mo-
bile can recognize it and show the camera image and
also relevant information on the screen.
Our app was directed at anyone visiting the town of
Sundsvall, where the app should amongst other pro-
vide information on historic buildings, restaurants,
shops and cultural attractions.
The applications graphical user interface is developed
to as far as possible be easy to understand when it
comes to icons and other layout.
The four icons in the main menu (left) got their col-
ors based upon simple color psychology. Red / pink
can be interpreted as adventurous and passionate
while blue is more associated with technical fea-
tures and information. Orange is also an adventur-
ous color but also a color that stimulates creativity,
and green is widely known as a welcoming color, “at
green light to get go”.
“Case study: Interaktionsdesign”
The user interface was created in Adobe Illustrator
and Adobe Photoshop. In addition to the previously
mentioned color psychology, the design were in-
spired many of today’s applications and even operat-
ing systems such as iOS (iPhone) and Microsoft Win-
dows controversial Metro start page, who are using a
clean and graphic expression without embellishment.
Previously, shading and 3D effects were often used on
icons and other graphics but this has almost com-
pletely disappeared now a days. An example of this is
the Google logo (above left the Google logo in 2010,
below left the Google logo now).
The design of the applications main function is based
on a user study conducted during the project. The
study gave an idea of how the user wishes to hold
the phone using the app. The result also showed
how icons and other information (models, text, etc.)
should be placed on the screen to be easily accessible
and to avoid the screen being covered by the users’
hands during use.
“Case study: Interaction design”16
According to the assignment there should also be
a 3D mesh model included. This model should be
used to present information about the target the user
directs the phone’s camera towards.
A study was conducted in which various symbols and
persons who are connected with Sundsvall town were
compared and evaluated. The “Winner” of this selec-
tion was the statue in the center of the main square in
Sundsvall, a statue showing Sundsvall’s founder, King
Gustav II Adolf. The statue won because it has a great
recognition factor, can provide an easy to understand
body language (compared to e.g. a dragon, which is
often used as a symbol of Sundsvall) and may form
the basis for more human models. For example the
model gives the possibility of allowing a model of a
restaurateur to appear as when the user of the app is
aiming for the restaurateurs restaurant.
The model of the statue was created in the program
Zbrush where it also was textured in a suitable man-
ner. As the statue is monochrome I used images
of paintings as the source of how the king’s attire
might have looked like in color. The texture was also
retouched in Photoshop to obtain a better level of
detail, giving a more lifelike appearance.
The model is adapted for so-called smartphones,
mobile phones with large screen and relatively good
performance. Despite this, the model is optimized for
phones to be able to animate the model in real time.
All the models of the king in the picture on the previ-
ous page consist of the same 3D model. The model
consists of approximately 12,000 polygons (which
can be somewhat high in a mobile phone applica-
tion). The model on the far right has no textures or
maps applied, model, second from the right has got a
normal map that increases the level of detail without
increasing the number of polygons. The other models
in the picture also have textures that add color to the
Once the model was created it was animated in the
program 3Ds Max. The model was fitted with a so-
called biped skeleton which then can be animated in
the desired manner.
“An animal or machine
that usually moves in a
bipedal manner is known
as a biped, meaning "two
feet" “- Wikipedia
Above: the coupling of biped skeleton to the 3D mesh. Right: examples of poses that are included in the King’s movement patterns.
Your supportive suitcase
Leather gives a good grip and the perforation keeps out
moisture and perspiration.
Adjustable / removable shelves.
Shock Absorber reduces vibrations on uneven surfaces and absorbs
shocks when rolling over thresholds and other bumps.
Sensors detect the load and adjusts how much
the motor assists.
“Chase Vehicle - A truck or van that rides
behind a group of motorcycle rider on a
long trip to haul any vehicles that break
down along the way.”
Carry your design models, valuables or
fragile instruments in a safe and neat man-
ner. The cases’ 50 liters accommodates both
clothing and equipment. If the load is too
heavy, or the uphills to many and to long,
the electric motor will help you out!
This precision screwdriver was produced in a
course in design methodology, which also inclu-
ded an element of user tests. The screwdriver is
developed by me, Eveline Törngren and Levik
The screwdrivers’ top part is completely circular
for fast screwing while the thicker section has
a triangular shape for power screwing. At the
front of the handle there is a nut-like part if
you want to use other tools to get extra
“Red Dot 2013”
Multi use shelter
Red-Dot (www.red-dot.org) is an organi-
zation that annually holds a large, global
design competition. This bus stop is my
contribution in the category “Design
Consept / Public Space”.
The shelter can be used as a bus stop as
well as a resting place in the middle of a
park. It has a modular construction and it
is possible to supplement it with beautiful
shrubs (or ugly billboards) for extra wind
protection if necessary.
A stylish wall lamp with a pleasant light and
the ability to adapt through several color
choices on the center plate.
The lamp fits perfectly in public spaces such
as restaurants, reception and any other envi-
ronment where one wants an elegant design.
The purpose of the cardboard model on the
big picture to the left was to experiment with
the way the lamp lights up the wall.
During the education at Mittuniniversitetet
us students conduct a live project directed
toward improving the functions of one of the
The increased number of students have
made the atrium overcrowded, particularly
at lunch. The university also requested that
the atrium should be usable for bigger events
(for example, “Designday”).
This concept has more seating, wish are
also adapted for the most common activi-
ties (ingestion of food, studies, and waiting
for the lectures to start). Unlike the current
furniture the concept furniture can be moved
freely. Several of the tables can be folded
against the wall and the red divider-wall can
be moved (with some limitations).
The floor has different surface texture, and is
easy to clean where it is most needed and the
texture also to guides blind people around
The author Daniel E. Andersson contacted
me with the wish to have constructed a
book stand, which would be used for au-
thoring seatings, book signings and such
Two models were developed, where the
inspiration came from angelic and demo
wings to match Andersson’s books in the
The image to the right shows all three pro-
totypes thar were developed and tested in
order to get a real idea of the stands func-
tionality. We decided to go ahead with the
models shown in the picture at the bottom
left on the next page.
SEEN IN A DREAM STUDIO
Commissioned by Polyvision and NSR this recycle hero
statue / model were created. It is now located in the NSRs
visitor center in Helsingborg. Joining the “mission” were
also Magnus Jeppsson. Everything from budgeting and
planning to designing and painting was a (fun) challenge.
“Plan - execute”
The images on the previous page is sketched in Photoshop. The
purpose of these sketches is to quickly find a form to proceed
with. However, I chosed to, for my own pleasure, take these
sketches further in terms of end-finish. There after the sketches
provide the basis for the development of a CAID model in Solid-
Works and then rendered in Keyshot 4.0.
Left: Form Studies based on Rowena
Reed Kostellows work. As an indus-
trial designer you need to know how
shapes interact. Material: Plaster.
Bellow: Study of the human body.
“Colour- and form studies”
“Form study - Pineapple”36