My name is Regi Vegele. I'm currently a Senior Interaction Designer at Designit (Stockholm) where I am working on exploring the blurry line between people and technology while prototyping delightful interactions in digital and physical form. 


Before Designit, I spent 2 years as an Interaction Designer at Tobii. While at Tobii I focused on designing and prototyping experiences based on Eye Tracking Technology for areas like general computing and mobile. I also helped shape the UX team practices within a tech. organisation. I have also previously worked as an Interaction Designer at IDEO in Boston, Apple Inc. in Cupertino and Propeller Design in Stockholm.

You can read more on Linkedin or say hello.



Professional projects UX, UI, ID


This section shows work that I can not display in public domain. 

Please contact me for access: regimantas at


The Astronomer

Helping kids study astronomy


The Astronomer is a 20 weeks Interaction design (IxD) thesis project done in collaboration with Umevatoriet, a public science centre and planetarium in Umeå.


Space is fascinating for many reasons, unfortunately learning about space is hard. Multimodal and embodied experiences, on the other hand, are a great way of supporting learning through richness of interactions. With this in mind The Astronomer is an exploration of how design can approach the science of astronomy and introduce new ways of representing it to children (12 years old and above).


The aim of this project was to combine design practices with scientific knowledge of astronomy to propose interventions that would introduce children to abstract problems in astronomy. I explored how design can propose alternative representations for education and looked at how we might use the benefits of hands-on and embodied learning experiences in the context of astronomy education.

I wanted to explore which scientific concepts are hard to understand and tried to investigate how we can present these ideas in simpler and more experiential ways, while employing our senses such as touch, vision and hearing.

While this project had it’s focus on astronomy, in my initial fieldwork I studied how science educators, astronomers, see science and it’s communication as a whole.

Later project phases were fully hands-on. 3 prototyping stages were planned, first to reveal design knowledge, second to propose design solutions and third to refine and unify a final design. I’ve spent most of the time ideating in physical form and using the prototypes as provocations and conversation starters, in addition to testing the ideas with the main users, scientists and science educators. My goal was to have the final design implementable within the Umevatoriet setting.


The proposed result is a means to interest, excite and invite children to learn a little bit more about space and the universe in a creative, imaginative way. It is also a medium to help promote science literacy and science methods in general.

In order to help children better understand some of astronomy's more abstract concepts, The Astronomer increases engagement with this subject matter by letting visitors contribute to the Umevatoriet galaxy by creating stars, exploring and learning about them in the process. The concept aims to enable understanding of astronomy through creative ownership and provides a multi-modal means to relate to space.

The final objects are fully working artifacts without the back-end part implemented. My goal is to develop that over time.





A speculative project with a focus on how digitization of our society can affect the everyday life in our homes. A faceless interaction project where the constrain was to not have any screen based interactions. An individual 10 week (2015) project at Umea Institute of Design.

The final objects are fully working prototypes of artifacts proposed in the scenario.

Project report

Chit-Chat - helps bring neighbours together by allowing to listen in on each other's home through a 'radio' like device. The caveat being that anyone can listen to your home too.

Knock-Knock - helps connect neighbours faster and this way trying to build closer bonds.

Tid-Bit - allows to ask and get help when it is most needed.

All of them are aimed at building communal trust and fighting social erosion.


We were asked to explore domestic life in a near future home, while addressing playfulness and ubiquitous computing through the lenses of “human-artifact-interaction level”, the “socio-cultural level” and the “systemic level” simultaneously.


The early stage of this project was focused on research (literature and interviews) and synthesis while the latter stage I decided to aim at prototyping the proposed experiences in hardware. The following video illustrates working prototypes for the final artifacts:

This project resulted in an exhibition at HumlabX - an interdisciplinary digital lab at Umeå University. Visitors were invited to observe, interact and question the proposed designs and imagine how their lives would be affected by the interventions.


In this project I looked at how our home reacts not only to ourselves or our lifestyle, but also how it can foster relationships and form trust with the people around us, exposed through a society that lives in an age of social 'economy'. I argue that in order to counter social erosion and promote social cohesion a political incentive has to be put forward and housing companies need to proactively responding to it with home improvements.

As an example I give a housing company which, based on it's own values, believes that Communication, Compassion and Collaboration are essential for fostering communal trust. This month they are happily installing home ‘improvements’ in all their homes as a means to counter social erosion and promote social cohesion.





This is project was done at Umea Institute of Design over the course of 1 week. My goal was to prototype and test haptic feedback mechanisms for suggesting directionality. Experience prototypes were built using Arduino and vibrating motors. UI screens were built with Processing for debugging purposes and to visualize the otherwise invisible experience.


The main challenge of this project was fast iteration. Sketching hardware and software experience prototypes was both technically demanding and time challenging. Having a time as a constraint I chose to focus on one type of output - vibration.


I started this project by sketching out several ideas and quickly jumped into building them in hardware. I also very early in the process realized that debugging haptic feedback would be tricky (to say the least) without a visual interface. Therefore to support further development I chose to code minimal interfaces in Processing. These interfaces later served as supporting material to illustrate the ideas themselves.

The ideas were built in laser-cut containers and coded with Arduino using vibration motors and accelerometers or other input/output devices.

The final designs were shown to other students during the last day with conversations following that. 


I proposed four ideas each with a slightly different output. 

1. Balance left and right and drag force - is simulating a virtual ball moving inside a box and representing it's position with one vibration motor.

2. Edge limits and gravity - is simulating a virtual ball hitting the edges of the box with the help of solenoids.

3. Two axis directions - is simulating a virtual ball moving inside a box and representing it's position with four vibration motors at each corner of the box. 

4. Pseudo weight - is simulating a virtual ball moving inside a box with a free-floating weight inside the box, with one vibration motor.

The idea behind these prototype was to see how much our brain could 'fill in' if necessary. Regarding the direction of where the vibration is coming from. In addition I could see how much a UI is supporting or misleading the suggested design.





An internship project at Toyota Boshoku in Japan, Nagoya. Featuring the 'next generation' Toyota Prius interior


Toyota Boshoku, a member of the Toyota Group of companies, faced me with a question -  what could the future generation Toyota Prius interior be like from a European point of view? 

The final solution was to be a scale prototype presented to Dr.Toyoda.


An opportunity was presented for me to explore the future design of a Toyota Prius interior for a European market.

Research led to identification of five design principles. Japanese culture and lifestyle was used as a source of inspiration and visual stimulus. 

Visualizing (sketches and illustrations), modeling (CAD and clay) were used to communicate development ideas. A final CAD proposal was built by model makers at Toyota Boshoku.

A projection illustrated the UI mock-up made. Features such as a GPS map, a smart face recognition system, eco driving and warning system were prototyped.




The main theme of my solution is 'simplicity', which encompasses five main design principles (emerging from the user group needs).

  • Lightweight look
  • Intensified senses
  • Simplified production
  • Clean styling and
  • Japanese heritage.

This internship was a great opportunity which allowed me to work on a realistic project in a fairly short time (considering the production time of actual vehicles). And also experience the culture and friendship of Japan and the people there.





An 8 week project at Umea Institute of design in collaboration with
Scania and Interactive Institute of Piteå. Done in a group with Julia and Jiaojiao.


Our brief asked us to redefine the role of the truck driver in near future, considering multimodal interfaces.

The objective of the project was to design a vehicle interface that leverages the benefits of different automation technologies. The challenge lied in deciding what the ideal degree of automation was for specific driving situations.

On a macro scale trucking is an activity for the transporting of goods within the logistics industry, therefore, the future of truck driving is highly influenced by the future of supply chains. The industry is continuously making predictions how to optimize for higher flexibility and efficiency. These forecasts aim to set trends on a large scale, which the small-scale operations will have to adapt to.


The research phase involved shadowing local truck drivers as well as interviewing them. Academic literature (on automation theory and technologies, the future of mobility, cognitive psychology of automated driving) as well as industry reports (on future transportation and logistics trends) were studied.

The truck drivers gave voiced their concerns with security, freedom and future of their careers due to automation of vehicles. This led us to look at the future of logistics and freight transport as a whole, instead of focusing on the activity of driving as it is today.

We have further developed a future logistics scenario with specific tasks for the driver of the future and persona to illustrate that scenario. 

Furthermore we proposed several wireframe models for a driver's HUD and did quick prototyping by projecting them on a wall.

The final design was illustrated with a video and further feedback led to additional development of the HUD based on the driver's tasks.




Our scenario brings the truck driver new responsibilities related to managing transport jobs and logistics. To be able to fulfill these tasks the fastest possible way, even on the road, the driver can hand over the control of the vehicle to the automated driving system. In this automated driving mode the driver receives all necessary information through visual, audio and haptic modalities. The final interface concept demonstrates how driving and logistics related tasks can be consolidated within one human-machine interface.

We propose three modalities: 

The visual - which displays the primary information. All the crucial information about scheduling, destinations and navigation are displayed explicitly on the HUD. 

The auditory - for notifications. This modality is used to raise attention when the driver is not looking through the windscreen and is in 'Logistics' or job mode.

The tactile - for user input and for supportive meta information. The user controls the system through a haptic input device, and we present meta information about the predicted road and weather conditions about the drive he/she is planning to schedule.





Tofu is the result of a two-week 'sound design' course at Umeå Institute of Design.


Our team focused on exploring sound as a medium for changing behavior. We looked at how sound works as a tool for forming memories and how sound queues over time could encourage or motivate specific behavioral change in people. 


Over the course of the project we explored and tested the interactions, the form aesthetics and the lifecycle of such a product. 

During the last 'stretch' of the project , I took on the responsibility of preparing the 'Tofu' prototype and the website mockup for the video. Mouth and eye expressions were coded in Arduino using Adafruit LED matrixes. The audio was played by pressing keyboard buttons with the help of a Processing sketch. A speaker was built into the body of 'Tofu'.


Tofu will give your friends gentle sound nudges to remind them of their goals. The main purpose of Tofu is to help your friends break their bad habits or gain good ones. It is a present for someone you care about.

Tofu is designed for a context where the internet of things is established and allows using everyday object data to change behavior and promote social change.

Tofu uses information gathered from connected objects to track behavior and triggers subtle sound cues in response.




Low and High fidelity digital and physical prototyping. Design for delightful user experiences.

Human-centred design methods for research, synthesis and insight generation. Ideation by brainstorming, sprints, sketching and workshop facilitation.

Applied iterative design process: project intent → research → synthesis → prototyping → development → implementation → learning

Interaction design, information architecture, experience flows, wireframing,  visual design, storytelling and motion graphics.

Product/Industrial design, illustrating, sketching, CAD, testing. 



Coding: OpenFrameworks, Unity, Arduino, Processing, Noodl, HTML/CSS, Framer, GLSL - shaders (basic), Cinder++ (basic)

Animation and video editing: AfterEffects, Premiere

Visual: Illustrator, Photoshop, InDesign, Sketch

CAD: Rhino, Solidworks

Engines: Unity


Low/High fidelity software and hardware prototypes

Animation and video production for different media

Visualizing/sketching products, ideas, and solutions


To have a chat you can reach me at regimantas at