Affordance is a private business run by Henrik Hörlin.

The core business consists of designing and manufacturing:

  • Physical prototypes and short series for evaluation purposes
  • Interior decoration and display objects

Secondary services includes giving consulting services regarding:

  • Assistance with optimization of products, services and spaces
  • Manufacturing processes and design engineering ranging from prototypes to industrial manufacture
  • Lectures and educational seminars about above

I encourage you to contact me regardless of reason, I am here for you, to help you succeed.

I am a self driven team player who thrives around innovation and progressive thinking, my passion is often expressed through building new concepts but also improving on existing ones. My work methodology varies alot depending on assignment but it comes down to either creating a new a process, product or service or augmenting one that already exists to become more encompassing and/or better.
My ego and preferences have nothing to do with the assignment, all my efforts have the goal to make sure that my clients get the best solution.
I prefer meeting face to face over digital correspondence but I’m pragmatic enough to choose most efficient medium depending on circumstances.

Situations that would benefit from my presence would be:

  • Research and feedback early in the design process of products or services
  • Manufacture of a physical prototype for evaluation
  • Consultation in manufacturing methods for physical products

Situations that would not benefit me would be:

  • Front end developer for digital GUIs
  • Design engineering mechanical parts for the automotive industry
  • Monotonous work days in front of a computer

I have extensive experience within::

  • Manufacturing in prototype workshops
  • CAD-design in large companies in a consultant role
  • Educating in interaction design
  • Additive manufacture with 3D-printers
  • Own business as interaction designer and studio engineer

I also have experience with game production, filming and editing video, concept art, photo manipulation, event planning and handyman, pyrotechnics, martial arts and more

More clients listed on pages closer in time. These are the buisness clients up to this year.

Collaboratory Image & form Twisted Feet Zoink Games Stadsbygnadskontoret Vetenskapsfestivalen Interactive Institute Kaustik SkyGoblin TEDx NTI-gymnasiet Gothenburg Studios Semcon Etteplan 1337 Game design WHY NOT Festival HM
  • Motion Capture Rigs for indie computer game

    Motion Capture rig
    Motion Capture rig
    Motion Capture rig
    Motion Capture rig
    • Client: 1337 Gamedesign
    • Date: Oktober 2016

    Description:

    1337 Gamedesign was making a new game and needed something physical for the motion capture (MoCap) actors to interact with. The game had some basic states that needed to be captured, opening a door, fiddeling with a panel, climbing a ladder etc.
    The biggest challange was to make the design as see-through as possible since the cameras that records the actor needs to see him from as manny angles as possible, at the same time. So everything was built with thin-ish wood that also was strong enough. It would have been better to build it with metal but there was no time and the budget was limited. the bigger structures were built in modules so they could be re-arranged to serve as many functions as the game needed, in addition to being easier to transport.
    All designed in Fusion 360. The Motion capture was done at Qualisys facilities in Gothenburg.

  • Main dance floor at WHY NOT electronic music festival

    whynot festival
    whynot festival
    whynot festival
    whynot festival
    whynot festival
    whynot festival
    whynot festival
    whynot festival
    whynot festival
    whynot festival
    • Client: WHY NOT festival
    • Date: Oktober 2016

    Description:

    A big project that came from a small participatory role building some small installations that grew into being in charge of the design, management and building the main stage at the WHYNOT festival. I was originally supposed to do some fun installations with a team of two more members but after many unfortunate circumstances the team was reduced to only me, I tried to find an assistant but that took more time than moving on alone.
    I modeled the space that would contain the stage in Fusion 360 , did some iterations with placements of the different areas and used the final layout to coordinate with Hyrljudet which supplied all lights and the Function one sound system and Ragge did an amazing job with the the light programming and VJ.
    Filippa Levenmark and Viktor Rathsmann did some beutiful murials for the VIP-room walls and VJ-booth that I build in modules at a different location. The actual art that I originally wanted to do became much fewer than originally intended but acts as a beta test for the real sculptures that I will build later. The “sea serpents” light was controlled by an Audrino uno and programmed by Jonas Johansson who also did the VJ-ing and light programming in the other (light) pavilion.

  • H&M prize/sort-machine

    H&M-machine
    H&M-machine
    H&M-machine
    H&M-machine
    H&M-machine
    H&M-machine
    • Client: H&M
    • Date: April 2016

    Description:

    A collaborative build with my friend Olle Bjekås who got a request to build a "machine" to illustrate H&M sorting process for returned clothes. It was supposed to look "recycled, a bit wonky and weird".
    All collected garments gets reused either as re-worn clothes, reused fabric or as recycled material. We built a long winding ramp for a ball to roll along, at one point the participants got to choose which path their recycled "garment" went, regardless of path the ball allways came back to the starting point, thereby "closing the loop". At the end there was a pin-wheel that was activated by the rolling ball and if the participant was lucky the indicator would show a win-state and they would win a ticket to the M.I.A. concert at the event later that eavning.

  • Ball Parkour at Vetenskapsfestivalen 2016

    Kulparkour på vetenskapsfestivalen
    Kulparkour på vetenskapsfestivalen
    Kulparkour på vetenskapsfestivalen
    Kulparkour på vetenskapsfestivalen
    Kulparkour på vetenskapsfestivalen
    Kulparkour på vetenskapsfestivalen
    Kulparkour på vetenskapsfestivalen
    • Client: Vetenskapsfestivalen 2016
    • Date: April 2016

    Description:

    Collaboratory hosted the makerspace in Bältesspännarparken at Vetenskapsfestivalen 2016. I helped with the logistics, setting up and was on-site coordinator for the five days of festival. Due to good planning I could spend most of the time co-hosting the ball-parkour machine that I co-created with another member from mikrofabriken. It was a see-saw ball-maze with sensors that detected when steel balls rolled over them, counting points. It was impossible to get points unless you built guides and bridges to guide the balls over and around obstacles, using simple materials like cups, cardboard, spagetti and hot glue.
    The participants could also try out soldering their own LED-strip and program the aurdrino that controlled the color and spead of the lights. These LED-strips was then hooked up to the ball-machine and was triggered when the sensors tripped.

  • Behind the scenes

    Makerspace in Kitchen
    Makerspace in Kitchen
    Makerspace in Kitchen
    Makerspace in Kitchen
    Makerspace in Kitchen
    Makerspace in Kitchen
    Makerspace in Kitchen
    • Client: N/A
    • Date: 2014 - 2016

    Description:

    A small glimpse into the ”home office” of being someone who manufacture physical items, it is messy and sometimes noisy. There is need for so much more than just power and a table to do quick and efficient work, storage of tools and material needs to be efficient when in a cramped space. And since I have not specialized in any particular subset (except for size) any project will need something that is not in storage, that means I have to spend time finding it and go get it. It is possible to do more with less and I am getting there with every new project. Making tool-rigs (like the airbrush above) is also about making my workflow efficient.

  • Short talk on physical prototyping at GotUX meet-up

    presentation
    presentation
    presentation
    presentation
    presentation
    presentation
    • Client: GotUX/STIMDI
    • Date: March 2016

    Description:

    I was contacted by STIMDI to give a short talk at the local chapter of IXDA in Gothenburg about physical prototyping. I put together a short slideshow (some of the slides can be seen here in the post gallery). Really nice venue, people and will look forward to meet up next time.