london design biennale 2018: norway technologically connects inclusive design to classrooms

london design biennale 2018: norway technologically connects inclusive design to classrooms

for the london design biennale 2018, the norwegian pavilion explores the impact of inclusive design in the classroom, aiming to improve educational outcomes and individual well-being. one of the technologies is a virtual gaming platform designed to engage students in social learning both within and beyond the classroom, whilst the other is a unique telepresence robot that allows children with long-term illnesses to feel included in school life – educationally and socially. the exhibition, located in one of the rooms at somerset house, re-creates these scenarios – an interactive school room and sick child’s bedroom – so that visitors can engage with the systems themselves.

the AV1 robot



‘the installation demonstrates how two norwegian start-ups used technology to help solve problems that they discovered through their people-centred design research. it shows how putting people’s functional, personal and emotional needs at the centre of the design process can lead to creative and novel solutions that improve life. it communicates the value of empathy within technology and emotion within the digital realm. ultimately, it draws links between binary developments and human endeavour, demonstrating the power of technology to meet people’s needs in a way that is equitable, inclusive and inspiring.’ onny eikhaug, curator from design and architecture norway, who created the exhibition for the london design biennale in collaboration with the royal norwegian embassy.



karen solva, co-founder and CEO of no isolation, developed the ‘AV1’ robot after understanding how long-term illness and lengthy hospital stays also separate children from their social lives, as well as from their education. the telescopic bot is app-linked, allowing children and young adults to maintain a physical presence in the classroom. it is fitted with a camera, speaker and microphone, along with a two-motor head that can be raised, lowered and revolved by 360°. the student can then see and hear everything going on at school throughout the day.



the pavilion also includes kahoot! – a versatile virtual gaming platform that transforms learning into an engaging, exciting and personally rewarding game-show-like experience. users can access, create and share learning games and quizzes customized to any topic. in a classroom setting, this allows teachers to design and run group learning games as homework challenges, use scores for formative assessments, encourage students to create challenges on their own, and even reach out and play in real time with other schools in 180 countries around the globe.

classmates learning through kahoot!


how the kahoot! app works

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