Project Rimino redefines mobile experience through human factors research and design thinking. Informed by human experience, the project is guided by both observational and experimental design research methods.

The Rimino concept is an E-paper mobile device with a user interface inspired by print posters. Historically, as technology has progressed, devices have become more conspicuous. Rimino challenges this trend and presents the alternative: technology that is more integrated and more sensitive to the human experience.

Rimino concept video represents a future that is envisioned to be more aligned with what we need and want as people instead of our needs and wants being dictated by technology.


Design and technology

How to design the experience for human

There is a great value to be fascinated by both people and technology and look at the technology with a more humanized point of view. The main goal in this project is to create the experience for the users and define the design so that the technology becomes less visible and more integrated in life. This is what “Rimino” is about!

Operating System

Operating System

Interaction model

The diagram above illustrates the Operating System of Rimino. Instead pf list of applications, the narrative is the main page (home) for the experience. Narrative is where users tasks and content are listed according to time and relevancy.

Capture is the start point of any task on Rimino. Anywhere in the UI and at anytime it is possible to initiate the capture by bending the device back. Alternatively users are able to use natural gestures to capture elements that will be used to initiate a task.

The Basic UI is the simplified version of the UI with the essentials of what users need to interact with. To enter the Basic UI the device needs to be bent up. To return to the normal UI the device need to be physically released to the flat state.


Rimino’s Operating System




Narration is the heart of the experience. The contents are listed in a unified way in narrative which is the main point of the operation system. There are three main groups of content in the narrative:

Tasks: Tasks are basically what user has been engaged in on the mobile device or any other devices in a time period that could be from past to present.(also near future). It is a summery of the digital activities of the user in a shorter time period close to the present. The content are not necessary listed based on time but also the relevancy and importance.

Communications: Communication is a list of recent, current and received approaches and messages. This is shown in a unified way and within the narrations of tasks and contextual events. The content is basically what we know as notification logs on our todays mobile devices.

Contextual: Contextual elements are basically anything related to the context users is situated in and could be used by the user. Suggestions of task that user might need in a specific context and other devices around the user that can work with the mobile device are examples of the contextual narrations. contextual part of the narration are very dynamic and change based on the context.


The heart of the experience

Narrative is where the user’s life is reflected. This is the home/main point of the experience where you can see what is happening in your life, know about things you have been doing, things around you, your people and …. The items are in order of time/importance and differ in size accordingly. The narrative can be navigated in time if expanded. Narrative is a very personal page that corresponds the user personal life and experience.


Goal-based UI

Goal-based UI

Goals replacing apps

Unlike Application-Based Operating systems, the Goals based Operating System starts by elements that are needed to initiate a task. This could be done in Two ways: Capturing new media and starting a task or using what is already captured or saved in the contents. In case of finding the available content, users would be able to either search or use the history to get to the element they need. What a goal based Operating system dose is that it cuts through what we know as application (shown on the right figure) and takes the captured element to the step that is required to be done to accomplish the task.

What a Goal-Based Operating System dose is that it cuts through what we know as application (shown on the right figure) and takes the captured element to the step that is required to be done to accomplish the task.

Designed for user’s goal

Goal based UI

Capture is the start point for any new task users need to use the device for. To replace the apps each task starts by capturing the media. Here after entering the capture mode can either input the media by inputing text, taking images or recording the voice. Or can just capture what exists around them: Temperature, light or air flow! Also users can use the current status as inout like Location, time. At the same time the capture can be used to start a new task by finding people and objects.

Capture mode

Capture and do

The flexible body of the device makes it possible to bend it back slightly and trigger the capture mode. When in the capture mode, everything that is possible to be captured automatically will be captured and the user uses the back of the device to choose which elements to start a task with. If text, image or voice input is required to initiate the task, user can start writing, recording or shooting images and then initiate the task.


After the capture is done and user has chosen the media, the task page appears where user is offered with a list of tasks that could be done with the element or elements captured. The list of tasks is a very personal list that reflects the users needs, history and digital behavior. This list could be expanded to the layers down. It is also possible to search and find the task that needs to be done.

Capture gestures

Do the task

A more direct and natural way to initiate a task is to even avoid the capture mode and jump into the task list in one step. This is a more probable scenario especially when the same kind of task is being done on the device by the user. In the example above it is shown how user can use the location capture gesture to use the current location and get a list of the task available. In this case the map application was the main task that user enters in one step.

Element based UI

Element Based UI

Elements instead of pages

A tasked based UI is based on captured elements and these elements are going into the UI to the end. What makes a goal based UI different form App based one is that elements are the what user really need to interact with. This makes the UI to be based on element that in combination with other elements create a configuration that help user accomplish the tasks. The UI still would like the pages that the user go through but the transitions and visuals could be clear enough that these are the elements that are sit next to the other relevant elements or content and create the steps within the UI. In the diagram above it is illustrated in schematic way how one element can change in different steps create a new interface with other elements.

Human-Human communication

Defining the natural communication

The model for natural way of communication

Natural Human to Human communication is started by either capturing the media or by entering the contact (people, places, groups, spots and …). capture could be done at anytime. What makes the communication natural is the way the approach happens. After the contact is selected, regardless of the captured media, the next step would be to decide on the approach. the approach could be as passive as a poke or as extreme as turing someones phone on and start a voice conversation. The above diagram illustrates the UI map for communication and examples of what people, approach and input could be.


A new way to communicate

Communication can be closer to what face to face communication is like in “Rimino” concept. As illustrated above the main point to initiate a communication is where users can see the status of the people they are about to contact, look at the history of the communication and see the related information that helps them decide how to approach the contact person. To initiate a communication there are options available that user can choose between. This is meant to provide a wider range of approach methods based in the needs and specific situations.

Layer the experience

Interact with the right resolution

The context mobile devices are being used and the small size of the device creates needs that can be addressed by the right layering of the interface. “Rimino” has two layers with two resolutions. The physical properties of the device makes it possible to switch between these to in a tangible way and by bending the device and bending it back as required. The new form factor also make it possible for the device to be used in an stand up status, creating new applications. The two example above show how the map/navigation experience and music experience can benefit from this feature.

Analog and digital

Analog data and digital use

A main value about “Rimino” concept is that the experience in defined in a way that technology comes handy when it is really needed. We can still live in an analog world and do things the way we are used to. To make this possible this is a design requirement to be able to move back and forth between digital and analog or involve analog media to interact with digital media. This was technology is less in the way and is more supportive. In the example above it is shown how we can still use the cook book in the kitchen and bring the technology when it is really useful. The conversation of the printed time to digital timer is the point where technology comes to help have a better experience.

Umea- Sweden, May 2011

Low tech-influenced interaction

Going back to what we are used to

Technology has forced us to adopt to new behavior that are now part of our daily life and we take them for granted. At the same time new advancements in technology has enabled us to build new systems that can support more human-like behavior. Technology can become less visible and the experience can be improved as long as we think out of the box and stop accepting things the way they are. In “Rimino” concept it has been one of the design values to make interaction less tech influenced. To achieve this goal, there are suggestions on how to use the objects to interact with device and how to make the device more of a tool to support the current behavior an not a tool that reviewers its own behavior sets. The example above shows how the analog input (pen and paper metaphor) could be used in the experience and still results in the digital information.

Umea- Sweden, May 2011


More than a piece of plastic

“Rimino” is more than just a screen. The whole device is part of the experience and is being used to communicate more than just visuals. It is about communicating the the feelings thought other senses as well as visuals and voice. The back of the device is what is called the lively pad and can receive and display different mediums like air flow temperature, haptic feedbacks, light, moisture and combination of these. This creates new opportunities for interaction not only between human and device but also human and human indifferent context.

Umea- Sweden, May 2011

Direct interaction

easier ways to do things

One of the goals with this project was to come up with ideas that remove the extra steps in any interaction. Technology enables us to think out of the box and see new opportunities. Being as much direct as possible is another value in defining the interaction models in “Rimino” concept. For example writing with the edge of the device is a very simple and direct way of input (considering the device limitation and within tangible interaction). The physical properties of the device is the main factor in enabling these new behavior.

Umea- Sweden, May 2011

Natural interactions

Using real life metaphors

Using the real word metaphor is being more and more integrated into digital devices, “Rimino” concept is showcasing some new and more prevocational ideas on how the interface can be used with different physical and behavioral metaphor. The examples above shows how we can deal with privacy in public areas by using the scratch metaphor. “Rimino” tries to show more capabilities beyond just a touch screen!

Experience ahead of devices

Experience defines the behavior of devices

“Rimino” is about the experience and the device or devices are just tools to make the experience happen. That means that the hardware is part of a bigger system and needs to adopt to any situation to keep the experience the same. Example above shows that two devices work together improve the experience as apposed creating an experiences that is based on the hardware.