Balance – Break Management System for Healthcare Teams

Balance is a non-intrusive break management system for hospital teams that makes break times visible and easier to coordinate through an analog overview board, clip-on trackers, and NFC pause points – supporting care without surveillance.

Define the problem/need you are solving or addressing with your project. How does it address the Open Call criteria, such as environmental impact, social engagement, circularity, user experience, resource efficiency, and community-driven solutions?

In hospitals, breaks are essential but often the first thing to disappear. Long shifts, emergencies, staff shortages, and a strong sense of responsibility make it difficult for healthcare workers to step away, even when recovery is urgently needed. Over time, this affects wellbeing, focus, and the quality of care.
Balance responds to this everyday challenge by turning breaks into something visible, shared, and easier to support within the team. Instead of treating recovery as a private issue, it creates a gentle structure that helps colleagues stay aware of each other and coordinate pauses more fairly. The system is deliberately low-threshold and non-intrusive, using simple physical interaction instead of another screen-based layer. In this way, the project proposes a quieter, more caring approach to workplace support – one that values human limits, strengthens team culture, and offers a realistic intervention for high-pressure environments.

Please describe your project, reflecting on the concept, inspiration, materials, technical aspects, methods and process(es).

Balance is a hybrid analog system made up of three elements: a shared overview board, a personal clip-on tracker, and NFC pause points placed in suitable break areas. At the start of a shift, each team member sets a planned break time on the board and takes their color-coded tracker. When the time arrives, the tracker gives a gentle reminder. Placing it on a pause point marks the break on the board; removing it signals the return to work.
A central idea of the project is form fit. Work time and break time are translated into physical shapes that visually relate to each other: when a break is taken, the composition reaches balance, when it is missed, a visible imbalance remains. This makes the status understandable at a glance, without numbers or pressure. The concept was developed through literature research, interviews, observation, iterative prototyping, and exchange with hospital staff.

What do you think makes your project innovative compared to the existing efforts and ideas in the field it addresses?

What makes Balance innovative is its decision to step away from the usual logic of optimization, tracking, and digital oversight. Many existing approaches rely on apps, scheduling tools, or performance-oriented systems. Balance instead works through tangible interaction, shared visibility, and calm feedback embedded in the space itself.
Its innovation lies in how it communicates: the form-fit principle makes break status readable through physical balance rather than data, metrics, or alerts. This creates awareness without exposing individuals or turning recovery into something measurable. The project also shifts the focus from individual compliance to collective responsibility. In a hospital setting, where one person’s pause is closely tied to the rhythm of the whole team, that social dimension matters.
By combining analog clarity with minimal digital support, Balance offers a different kind of workplace technology: one that is quiet, respectful, and designed to strengthen trust, dignity, and everyday cooperation rather than control.

Does it impact or reflect young people need(s) and how?

Balance reflects the reality many young people encounter as they enter professions marked by high demands, emotional strain, and increasing pressure to keep functioning no matter what. In healthcare, younger workers often begin their careers in systems where exhaustion is normalized and self-care can feel secondary to responsibility. The project responds to that condition by making recovery part of the work culture rather than something left to individual negotiation. It supports an environment in which taking a break is not a sign of weakness, but a recognized part of sustainable teamwork. This speaks to a broader generational need for workplaces that are not only productive, but also humane, fair, and conscious of mental and physical wellbeing. Beyond healthcare, Balance also reflects a wider shift in values among young people: away from constant optimization and toward forms of working and living that leave room for care, boundaries, and shared responsibility.

BEASTIE: Biodiversity Enhancement and Support Tool for Individuals and Ecosystems

A digital-architectural system that transforms buildings into habitats by enabling users to design, simulate, and implement biodiversity interventions within existing urban spaces.

Define the problem/need you are solving or addressing with your project. How does it address the Open Call criteria, such as environmental impact, social engagement, circularity, user experience, resource efficiency, and community-driven solutions?

Cities are expanding while biodiversity is rapidly declining, largely due to fragmented habitats and underutilized urban surfaces. Existing approaches often remain either large-scale ecological planning or isolated architectural gestures, lacking tools that connect users to actionable, small-scale interventions. BEASTIE addresses this gap by enabling individuals, communities, and stakeholders to actively participate in biodiversity enhancement. The platform integrates environmental data, species requirements, and spatial conditions to generate targeted interventions, improving ecological connectivity, environmental quality, and microclimate. It promotes resource-efficient strategies by retrofitting existing structures rather than replacing them, supporting circular and low-impact urban transformation. By making biodiversity design accessible and interactive, BEASTIE fosters community-driven ecological engagement and empowers users to contribute to resilient urban ecosystems.

Please describe your project, reflecting on the concept, inspiration, materials, technical aspects, methods and process(es).

BEASTIE is a biodiversity design tool that translates ecological data into architectural interventions. The system operates through a structured workflow: mapping biodiversity hotspots, identifying species-specific requirements, generating spatial solutions, and simulating their impact. Users select a species and an available urban space, after which the platform proposes modular interventions such as nesting units, planter systems, and water features. These solutions are evaluated using a Habitat Suitability Index (HSI), measuring their impact on biodiversity, environmental quality, and microclimate. The platform visualizes transformations directly onto user-provided images, enabling informed decision-making. Designed as a scalable and adaptable system, BEASTIE bridges ecological science and architectural practice, transforming buildings into distributed habitat networks across the city.

What do you think makes your project innovative compared to the existing efforts and ideas in the field it addresses?

BEASTIE shifts architecture from designing isolated objects to creating an ecological operating system. Unlike conventional approaches that treat biodiversity as an afterthought, it integrates species-specific data, environmental metrics, and spatial design into a unified, interactive platform. Its key innovation lies in combining simulation with architectural application—allowing users to test, visualize, and evaluate interventions before implementation. The use of a Habitat Suitability Index (HSI) introduces measurable performance into biodiversity design, bridging the gap between ecological science and design practice. Additionally, BEASTIE operates at the scale of everyday urban elements—balconies, facades, courtyards—making it scalable and accessible. By transforming users into active participants, it redefines architecture as a participatory and data-informed ecological system.

Does it impact or reflect young people need(s) and how?

BEASTIE directly addresses the growing demand among young people for tools that enable meaningful environmental action. It transforms passive awareness into active participation by allowing users to design and visualize biodiversity interventions within their own spaces. The platform is intuitive, accessible, and adaptable, making it relevant for students, young designers, and communities seeking to engage with climate and ecological challenges. By combining digital tools with real-world impact, BEASTIE aligns with the way younger generations interact with technology—interactive, visual, and data-driven. It also promotes collaborative decision-making, enabling communities to collectively improve their environments. In doing so, it empowers young people to become active contributors to urban resilience and ecological restoration.

Abril Poblet Baringo 

I am an Industrial Design Engineer who is passionate about combining technological accuracy with environmental sensitivity. My professional work includes 3D modeling, structural analysis and fluid analysis all aimed at providing solutions that not only work accurately but also work for the environment. So far, I have used multiple softwares for the analysis of complex systems, such as artificial reefs for the prevention of coastal erosion. The sea has always fascinated me, not only for its beauty, as has been the case for many, but also for its power, complexity, and the role that it plays in the world we live in. This fascination has grown into an ideology that seeks to work with nature, not against it.

Ekim Güney Öztürk  

I am an industrial designer educated at Istanbul Technical University and Politecnico di Milano, where I completed a Master’s in Integrated Product Design alongside a business degree at Alta Scuola Politecnica. My work spans appliances, furniture, and packaging, including experience at De’Longhi. I have received eight international design awards and was recently selected as a finalist in the emerging design category of Design Doha Biennale. I focus on material exploration, usability, and building ideas that extend beyond single products. Recently, I have been developing custom furniture and independent concepts around circularity and modularity. By the end of this year, I will continue my studies in Rome with a specialized Master’s in Designing for Children.

Anna Kudrjavceva  

My name is Anna Kudrjavceva. I am currently a third-year student at the Beogradska Politechnika pursuing a bachelor’s degree in Industrial design. In addition, I have been learning and practicing 3D animation and visualization for over five years.
I have participated in annual student exhibitions in Belgrade, as well as in an exhibition dedicated to industrial design at the ULUS Gallery in 2024.
I am interested in both following new trends and directions in design and exploring its history in greater depth. I draw inspiration from everyday life and natural forms, creating my designs through experimentation with shape and materials.

Marko Skrbic

Graduated graphic designer, born on November 23, 1999, in Banja Luka. Completed undergraduate studies at the Academy of Arts, University of Banja Luka (2018–2022). Currently a final-year master’s student in Industrial Design at the Academy of Fine Arts and Design, University of Ljubljana. During his studies, he participated in an international exchange at NABA – Nuova Accademia di Belle Arti (2024–2025), specializing in Product and Service Design. Currently working as a product designer for GMP Company and the brand Volumen, focusing on furniture development. As part of his master’s thesis, he explores design opportunities for products and services aimed at supporting children with autism and sensory processing challenges, with the goal of improving their everyday quality of life.

Katrina Deicmane

I’m a fifth-year architecture student at the New York Institute of Technology, originally from Latvia. My interest in architecture is tied to my own experience growing up with arthritis, spending time in medical environments from a young age. I became aware early on of how much space can affect how you feel—whether it adds stress or creates a sense of calm and control. That experience continues to shape my work today. Alongside my studies and my role at Kohn Pedersen Fox (KPF), I’ve developed an interest in healthcare and socially driven design, focusing on how spatial systems can support dignity, autonomy, and emotional wellbeing.

Krish Raheja

Hello! My name is Krish Raheja. Growing up in India in a family of entrepreneurs, topics of conversation at the dining table often circled around startups. The intersection between business, economics, science, and creativity is what ultimately drove me to design. I love studying messy, entangled problems. By understanding the emotions and experiences of individuals, I’m able to identify the context in which complex problems disrupt society. As a designer, I observe patterns, translate research into action, and dissolve problems. Collaborating with interdisciplinary teams of ethnographers, psychologists, technologists, executives, and creatives allows me to break boundaries and unlock hidden opportunities to create intentional change.