The advertising award, 100 Watts, wanted the students to help make their event more digital and interactive. A team of students created a bold concept.
User Experience for Business
While exploring user behaviors around digital products and services, the students will create/improve a concept, increasing the value for the user keeping the business perspective clear to meet the needs of development and/or growth.
About this project
The students will learn how to acquire insights regarding user behaviour and how to leverage these insights and realize different solutions with the use of prototyping methods and tools to support business decision making, development, and sustainable growth.
How can UX methodology and a Design Thinking process help us develop concepts for a Circular Economy? Not only do we need to learn how to put the user first, understanding behaviours but also consider the wider network of stakeholders and see if we can unlock value at every stage of a business process.
This is how it works
All full-time programs in Stockholm and Karlskrona are divided into several projects, and in some of the projects, the students work with real clients on real briefs. The learning objectives, topics, length and start dates vary between the different projects. Find the project that matches your organization’s needs, and follow the steps to apply to become a Learning Partner.
We will review your brief to make sure it meets the needs of the student learning experience and is aligned with the program objectives and learning outcomes of the specific project.
If your brief is chosen we’ll set you up so you are ready till when you start collaborating with the group of students, which could be anywhere from a team of 4-7 students all the way to our cross-program briefs with over 200 students.
During the project, your main contact is the student group. You will collaborate with them as you would with a creative agency; having meetings, check-ins, workshops and preparing the needed data and insights from your organization. A typical project span 4-8 weeks.
The desired outcome and expected delivery differ between the different projects. For example, it could be a creative concept, a strategy, a mockup, a prototype, an analysis or a workshop or the outcomes of a design sprint.
Pilloxa is a smart pillbox made for facilitating medication. The goal for the students was to make a film that helps the user understand the product.
Stadsmissionen asked the students to produce a video explaining the journey of the gifts that people bring to Stadsmissionen.
GOD DRYCK asked the students to bring a new edge on non-alcoholic drinks as a great option for the ones wanting to stay away for the heavy drinks but don’t want to miss out on a good time.
Volvo Car Group challenged the students to, within a week, help Volvo Cars find innovations that can deliver at the intersection of mobility and luxury – while keeping true to the brand.
Coca-Cola joined Hyper Island students at our campus in Stockholm to better understand and meet the needs of the digital generation of consumers and talent.
Apply to be part of this project
Does your company want to take part in really shaping the future of your industry? And at the same time contribute to top quality education for future talent while working continuously connected to one of our programs and it’s students?
Volvo is doing this, and here is part of their journey so far,
Volvo Group Partners with Hyper Island as a Main Sponsor for the program Business Developer. The collaboration started with Volvo Group Connected Solutions running a UX project with a group of students and organizing a very successful Volvo x Hyper Island Hack Sprint. The collaboration gives the students a unique understanding of the day to day work at a global company. They will face real-life problems in a cutting edge company when it comes to transportation, electrification, and data. Read more about this collaboration here.
Want to explore how your company could get involved in the same way? Connect with Pernilla Hallberg.