Daniel Palmér

An interaction designer in Malmö, Sweden

I’m seeking job opportunities where I can use my background in interaction design, participatory design research, creative problem solving, and physical or screen prototyping to create meaningful experiences.

Have a look at my projects below and feel free to get in touch!

daniel.palmr@gmail.com

The Metacognizer

The Metacognizer

The Metacognizer is the result of a series of exploratory audio-visual experiments in a full dome projection. The concept was developed in the environment of Urania planetarium in Potsdam, based on the idea of an immersive, real-time brain-wave representation.

The Metacognizer was a project by Daniel Palmér, Robin Rundkvist and Jeremias Volker in the course Programmable conditions - Experiments in full dome projection, supervised by Willy Sengewald, during the winter semester 2010-11 at FH POTSDAM.

  • Role: Programming, Concept development
  • Methods: Persona, Iterative prototyping, Scenario
  • Tools: Processing

Emography

Emography

Emography is an interactive visualization intended for use on large touch-enabled displays. The purpose is to explore and discover patterns of how people of the world are feeling at a given moment.

The software interprets emotions of people around the globe, as expressed in tweets, and presents the results as donut-charts for comparison and further analysis.

Emography was a project by Daniel Palmér and Robin Rundkvist created during the course Urbane Ebenen supervised by Till Nagel, during the winter semester 2010-11 at FH POTSDAM.

  • Role: Programming, concept development
  • Methods: Lo-/hi-fi prototyping, Testing and evaluation
  • Tools: Processing/Java

Meglithogonic Chamber

Meglithogonic Chamber

This critical design interactive installation seeks to address the narcissistic distortions and faux-innovations of contemporary social media technologies. Using a false archaeology approach, it features a suspended helmet-like “chamber” which reacts to an individual wearer through a sonic and visual representation of their status and influence on various social networks.

Conceptual introduction

Based on a liberal interpretation of partial blueprints, dated at 1947, recently uncovered in an abandoned social innovation research lab in the secluded Carpathian mountain range of Romania, an approximate, semi-functional prototype of a Meglithogonic Chamber has been recreated by a small team of contemporary interaction designers.

The Meglithogonic Chamber was, in its time, an extremely innovative initiative – to facilitate enhanced individual privacy in a pre-digital era while communicating electronically in group social situations through an interactive lamp-helmet.

The original Meglithogonic Chamber was uncanny in its ability to foresee the contemporary state of communications technology, which frequently extracts involuntary sacrifices from the user when interacting with the public digital sphere in the regards to disembodiment, isolation, exposure, privacy violations, disconnectedness and personal space.

Meglithogonic Chamber was a semi-functional, proof-of-concept prototype co-created by Daniel Palmér and Peter Romich.

Exhibited at Medea, Malmö University in December 2011.

  • Role: Programming, Electronics
  • Methods: Iterative prototyping
  • Tools: Arduino

Kulturspotting

Kulturspotting

Kulturspotting is a cultural sustainability initiative that seeks to provide a transmedia focal point for neighbourhoods undergoing development through an alternative mapping of qualitative data.

The initial case study is the post-industrial neighbourhood of Norra Sorgenfri in Malmö, Sweden, where artist ateliers, galleries, music studios and other creative activities are hidden behind foreboding industrial façades, razor-wire fences and locked, unmarked doors.

The challenge was to present the existing cultural activities as part of a more holistic view of urban development, exploring how qualitative data could be gathered and remediated, resulting in novel modes of community engagement.

Kulturspotting was developed by Daniel Palmér, Radmila Canic, Marie Ehrndal and Peter Romich in the course cross-media explorations supervised by Erling Björgvinsson, during the autumn semester 2011 at Malmö University.

  • Role: Programming, Concept development
  • Methods: Research and data collection, Cultural probes, Iterative prototyping
  • Tools: Processing

The UFO game

The UFO game

The UFO game is a humorous onscreen game with an intuitive, gesture-based interface. You help aliens perform everyday tasks on planet earth as you control a UFO by your hand movements.

The UFO game was developed by Daniel Palmér and Christian Kastén in the course Physical Prototyping II supervised by Tony Olsson and David Cuartielles, during the autumn semester 2009 at Malmö University.

  • Role: Programming, Concept development, Electronics
  • Methods: Iterative prototyping
  • Tools: Processing/Arduino

Semmelkriget

Semmelkriget

An explorative online performance act and mudslinging, revolving around semlor, a traditional Swedish pastry. Starting off as a baking blog and critical blog comments, an improvised, fake dispute grew, twisted and turned, into an unexpected video-finale. Later, the narrative was taken to another meta-level, when the initial blog duel is perpetuated as automatic bots.