HAAM&

Om · Sommersæson ’26

Jeg prøver at forstå.

Det er mit udgangspunkt for interaktionsdesign. Før struktur, skærme eller systemer prøver jeg at forstå menneskene, spændingen, konteksten og det, der faktisk står i vejen.

Hvad er interaktionsdesign?

Det er designet af, hvordan ting møder mennesker.

Interaktionsdesign handler ikke kun om grænseflader. Det handler om at forme, hvordan et system opfører sig, hvordan et menneske forstår det næste skridt, og hvordan en oplevelse føles i bevægelse. Når det virker, bliver kompleksitet tydeligere, beslutninger lettere, og produktet mere naturligt at bruge.

Hvem er jeg?

Kris Haamer. Designer, researcher, bygger.

Jeg driver HAAM& som en selvstændig praksis for interaktionsdesign. Mit arbejde ligger mellem produkttænkning, research, designsystemer og implementering. Jeg kan lide rodede problemer, klart sprog og produkter, der føles gennemtænkte frem for generiske.

Design convictions

Good design is opinionated.

A product should have a spine. HAAM& is not neutral about speed, clarity, accessibility, or the way a system should behave when people rely on it.

01 Speed

Be obsessed with speed.

A good product doesn't make you wait. Saving a few seconds from the experience is crucial because every delay breaks trust, focus, and momentum.

02 Product

UX is the product.

Use whatever tools are needed to make the product great: research, writing, interface design, code, automation, analytics, accessibility, operations, and support.

03 Clarity

Clarity beats decoration.

Visual taste matters, but the interface has to explain itself first. People should know where they are, what is possible, and what happens next.

04 Accessibility

Accessibility is quality control.

If the product excludes people, breaks on assistive technology, or depends on perfect conditions, it is unfinished. Accessibility raises the standard for everyone.

05 Systems

Design the messy middle.

Most product value lives between departments, edge cases, content, data, calendars, support, and release decisions. Good design makes that operational reality usable.

06 Taste

Make choices.

Generic products happen when nobody takes responsibility for the experience. A strong product has priorities, constraints, and a clear sense of what it refuses to become.

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