04.01.2019 • 3 minutes reading time


PART 2: The projects

Ergosign supervises the semester project of the University Magdeburg-Stendal

PART 2: Which projects have been implemented?

In the first part, we learned everything about the project, the prelude and the conception phase. But which projects were implemented by the students?

The seven projects that made it into the development phase are all very exciting and offer a lot of potential for experiencing in the workplace of the future. All the works are prototypes that do not yet exist on the market. The students prepared product videos for their final presentation. All gadgets were also shown in a separate exhibition in Magdeburg.

Take a look at all project videos.


by Maria Raduly & Nils Suhr

NOAH by Maria Raduly & Nils Suhr

NOAH is a personal avatar gadget that stands on the desk. The object, reminiscent of a digital picture frame, enables communication and interaction with other colleagues, for example to remind appointments without disturbing other employees. The interaction with the avatar gadget takes place by gesture control and consists of five gestures. The aim was to develop a communication device that would reduce disruptive factors (e.g. spontaneous requests from colleagues) in everyday working life while at the same time maintaining the exchange between employees.


by Danny Schott & Carsten Greif

METAB by Danny Schott & Carsten Greif

The project METAB breaks out of the digital world - back to analog. Tasks at the desk are again haptically managed by a kind of "building block system". To complete a task, a building block is pulled out of the gadget, put back again after processing, and the time recording is also digitally displayed in a screen application. This desktop application supports task management and time recording with the modules.


by Lixin Xu & Raphael Hillinger

MEET DAN by Lixin Xu & Raphael Hillinger

With Meet Dan you can keep an optimal eye on the duration of a meeting. At the beginning of a meeting, a time quota is assigned to each agenda point via a knob on the gadget. When the meeting starts, integrated LEDs indicate how much time is still available for the current topic. If the time is approaching the end, Meet Dan reminds all participants about the upcoming topic change by slight tilting movements.


by Christian Motsch & Nicole Rüde

RUBIC MEMORY by Christian Motsch & Nicole Rüde

Rubic Memory is an interactive game that improves concentration and brings movement into everyday life. It consists of a haptic board equipped with identical colored dice and a tablet on which the game mode is selected and the game is started. The dice can be taken out, rotated and placed again, each side showing a different color. On the tablet, a pixel-generated image is selected to be reproduced by the player.


by Simon Frübis & Jasmin Galle

TIMACHINE by Simon Frübis & Jasmin Galle

Timachine is a solution for fast, intuitive and frustration-free time recording by combining software and hardware. The time recording is booked outside the desktop with a gadget by pressing a key at the beginning and end of the respective task: Time and job title are shown on the display. A knob on the gadget can be used to switch between tasks. Everything is managed via a desktop app.


by Zhenhui Liu

SPINNING by Zhenhui Liu

Spinning consists of two games, the "Retro Spinning Top" and the "Triangle Lolli", which facilitate brainstorming and a combination of individual ideas. The "retro spinning top" has „W questions“ ready for brainstorming, and the "triangle lollipop" connects the ideas. This stimulates an active and exciting discussion.


by Alina Kalacheva

EMORI by Alina Kalacheva

Let out stress and tension - without affecting your fellow human beings - that's what emori makes possible. emori is a plush animal networked by sensors, equipped with a multitude of sensors. Thus it is able to react to different interactions. Those who are frustrated can pull the plush animal's ears out, those who are happy can crawl its stomach. emori reacts to the respective input and gives the user visual feedback without evaluating it. The individual users remain anonymous, but teams can view the recorded emotional states in a statistic at the end of a month.

We would like to thank all our students for their dedicated participation and are proud of the great results.

We had a lot of fun supervising the project!

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