nora – a speculative lifestyle brain machine interface concept

nora – a speculative lifestyle brain machine interface concept

Design Fiction

Speculative Interface

Brain Machine Interface

Brand Identity

Context

Graphic Design & Expression

@Umeå Institute of Design

Time

2025 – 4 weeks

Supervised by
Carl Papworth

Summary

Nora is a design fiction project set in 2050, imagining a future where non invasive brain–computer interfaces are part of everyday life. The concept explores a lifestyle device that allows users to subtly tune their cognitive state through gentle electromagnetic stimulation.

The Modes

Nora uses gentle electromagnetic stimulation to shift cognitive states.

Nora uses gentle electromagnetic stimulation to shift cognitive states.

Four modes structure these shifts. Focus supports sustained attention, Create encourages divergent thinking, Decide enhances clarity and prioritization, and Ease promotes calm and mental recovery.



The stimulation remains subtle, comparable to caffeine rather than a drastic intervention.

The Case

The case is the physical interface of Nora, it stores, charges, and activates the neural wearables.

The case is the physical interface of Nora, it stores, charges, and activates the neural wearables.

Through subtle light and touch interactions, the case communicates the current mode, charging status, and system feedback. This allows users to interact with the device in a calm, ambient way without relying on a conventional screen.

Through subtle light and touch interactions, the case communicates the current mode, charging status, and system feedback. This allows users to interact with the device in a calm, ambient way without relying on a conventional screen.

The App

The Nora app allows users to select modes, adjust intensity, and monitor their cognitive activity.

The interface is structured around a dynamic mist visualization representing the brain.
Mode cards can be docked into this space, triggering subtle animations in the mist that reflect the applied stimulation and changing cognitive state.

graphic design & branding

A core part of the project was developing a graphic identity.

A core part of the project was developing a graphic identity.

Particular attention was given to the gradients representing the four example modes Focus, Create, Decide, and Ease. Each gradient translates a cognitive atmosphere into

distinct visuals that define the design language across the interface.

Reflection

This project offered a very open framework to explore future technologies and speculative scenarios. I took this chance to explore the idea of brain–machine interfaces, a topic I have been interested in for a long time. Sometimes discussed as a possible future step in human–computer interaction, I find this space both fascinating and unsettling. If technology starts interacting directly with our brains, the line between biological and artificial systems begins to blur. With Nora, I imagined a very early step in that direction. Instead of reading thoughts or accessing information, the device only offers subtle, caffeine-like stimulation to gently shift cognitive states.

©2026 Pius Burkhart

Thank you for visiting

©2026 Pius Burkhart

Thank you for visiting

©2026 Pius Burkhart

Thank you for visiting