From linear to streaming
Tele2 Play (formerly Comhem Play) is Tele2's TV & streaming service reaching a large share of Swedish households on web, mobile, TV and their own platform TV Hub.
We led the design work in the shift from linear TV to streaming with a new user experience and branding from mobile, web to TV.
From linear to streaming
Tele2 Play (formerly Comhem Play) is Tele2's TV & streaming service reaching a large share of Swedish households on web, mobile, TV and their own platform TV Hub.
We led the design work in the shift from linear TV to streaming with a new user experience and branding from mobile, web to TV.
From linear to streaming
Tele2 Play (formerly Comhem Play) is Tele2's TV & streaming service reaching a large share of Swedish households on web, mobile, TV and their own platform TV Hub.
We led the design work in the shift from linear TV to streaming with a new user experience and branding from mobile, web to TV.
From linear to streaming
Tele2 Play (formerly Comhem Play) is Tele2's TV & streaming service reaching a large share of Swedish households on web, mobile, TV and their own platform TV Hub.
We led the design work in the shift from linear TV to streaming with a new user experience and branding from mobile, web to TV.
We started out with a discovery phase working broadly with high level wireframes, high fidelity prototypes, and brand exploration. In quick iterations we did extensive usability testing to learn fast and try out concepts. We also did paper prototypes to try out ideas on how to get users to spend less time browsing and more time watching.
We started out with a discovery phase working broadly with high level wireframes, high fidelity prototypes, and brand exploration. In quick iterations we did extensive usability testing to learn fast and try out concepts. We also did paper prototypes to try out ideas on how to get users to spend less time browsing and more time watching.
We started out with a discovery phase working broadly with high level wireframes, high fidelity prototypes, and brand exploration. In quick iterations we did extensive usability testing to learn fast and try out concepts. We also did paper prototypes to try out ideas on how to get users to spend less time browsing and more time watching.
We started out with a discovery phase working broadly with high level wireframes, high fidelity prototypes, and brand exploration. In quick iterations we did extensive usability testing to learn fast and try out concepts.We also did paper prototypes to try out ideas on how to solve: spending more time picking rather than watching.
Motion design & prototyping
Motion design is a necessity for a modern digital service these days. We tested our prototypes with this in mind. High-fidelity prototypes are perfect for specific interactions and concepts that can't be simulated with static screens.
Motion design & prototyping
Motion design is a necessity for a modern digital service these days. We tested our prototypes with this in mind. High-fidelity prototypes are perfect for specific interactions and concepts that can't be simulated with static screens.
Motion design & prototyping
Motion design is a necessity for a modern digital service these days. We tested our prototypes with this in mind. High-fidelity prototypes are perfect for specific interactions and concepts that can't be simulated with static screens.
Motion design & prototyping
Motion design is a necessity for a modern digital service these days. We tested our prototypes with this in mind. High-fidelity prototypes are perfect for specific interactions and concepts that can't be simulated with static screens.
Proof of concept card hero
Proof of concept card hero
Proof of concept card hero
Proof of concept card hero
Samsung TV prototype
Content discovery on mobile
Content discovery on mobile
Content discovery on mobile
Content discovery on mobile
Systemizing the design
After the concept was defined we created a cross-platform design system. Each platform has its own UI kit since most of the time you want to work with one at a time. The UI kits share the brand elements such as colors, icons and buttons from one Brand file.
Systemizing the design
After the concept was defined we created a cross-platform design system. Each platform has its own UI kit since most of the time we worked with them in separate tracks. The UI kits share the brand elements such as colors, icons and buttons from one brand file.
Systemizing the design
After the concept was defined we created a cross-platform design system. Each platform has its own UI kit since most of the time we worked with them in separate tracks. The UI kits share the brand elements such as colors, icons and buttons from one brand file.
Systemizing the design
After the concept was defined we created a cross-platform design system. Each platform has its own UI kit since most of the time we worked with them in separate tracks. The UI kits share the brand elements such as colors, icons and buttons from one brand file.
Common Ground is a small group of senior designers and researchers that love solving problems in the intersection of design, tech and humans.
A House
Slakthusplan 3
121 62 Johanneshov
Hello@commonground.se
+46 76 00 712 87
Common Ground is a small group of senior designers and researchers that love solving problems in the intersection of design, tech and humans.
A House
Slakthusplan 3
121 62 Johanneshov
Hello@commonground.se
+46 76 00 712 87
Common Ground is a small group of senior designers and researchers that love solving problems in the intersection of design, tech and humans.
A House
Slakthusplan 3
121 62 Johanneshov
Hello@commonground.se
+46 76 00 712 87
Common Ground is a small group of senior designers and researchers that love solving problems in the intersection of design, tech and humans.
A House
Slakthusplan 3
121 62 Johanneshov
Hello@commonground.se
+46 76 00 712 87