My name is Anita Wilhelm. I design interactive experiences. I leverage play, games, and media to create more engaging interactions within the systems which I create.
I have worked with many start-ups and innovative product groups – creating new services and platforms which have launched worldwide (US, EU, Korea, and Japan). Starting my career with early mobile technologies, I am familiar with the technical capabilities of many different devices, as well as hardware specific and social design patterns. My work, while starting with phones, has included consoles, tablets, tv’s, cars, immersive games, large touch screens displays, and, of course, the web. I’ve worked with Apple (iOS), Google (Android), Microsoft Kinect, Volkswagon, General Motors (connected cars), Samsung, HP/ Palm, and (formerly) Nokia native platforms. I’m mainly interested in creating engaging experiences which connect audiences, and solve societal challenges while aiding behavior change. I view different devices and platforms simply as access points to that end. Many of my projects look toward innovating and expanding games and playful design – allowing people to naturally connect with them. I believe that fun is a powerful instrument which when harnessed positively can act like no other motivator for human behavior.
I hold a masters degree from the iSchool at University of California Berkeley, where I worked under Marc Davis and Garage Cinema Research. Caterpillar Mobile was a company I formed from my work at UC Berkeley which created a mobile image-sharing and social gaming platform. This work shaped my early career and gave me invaluable lessons about entrepreneurship, which I’ve taken with me to aide other early ventures. A TED Global Talk was given about work I was involved in exploring gender-inspired-technology for females – in collaboration with University of the Arts, Berlin and Deutsches Telekom R & D.
I draw inspiration from interactive art and sometimes create physical installations of my own to play with generating affective responses within urban cities and the built environment. I like to watch how people engage with new artifacts in their physical environments and I draw inspiration from how my audiences react to what I create. In a world where today’s technologies encourage us to think about how to bring physical (and location) contexts into a digital realm, this gives me an opportunity look differently – how do we bring the digital into the physical? Examining and crossing this line from different directions helps me keep my approach to interactive digital design continually fresh and evolving.
If I had to summarize the three most powerful actions I know –> Listen. Play. Create.