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Froso has more than 12 years of working experience as a member of global teams on Creative agencies and Software companies. She has a background in digital advertising, and she has experience in designing high-quality products for global clients such as HSBC, Vodafone, Santander, Fidelity, Siemens. She has always been an advocate of the Human-centered design process, working closely with development and product teams and try to come up with solutions across all platforms for the best user experience.

Froso Ellina

Product Design Manager
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English, Greek
London, United Kingdom
Can also give an online talk/webinar
Paid only. Contact speaker for pricing!


Accessibility in design: When age isn’t just a number

UX / UI, Design, Diversity and Inclusion

Instead of seeing ageing as a problem, people need to imagine themselves as older citizens and redesign many aspects of society. Designing for an ageing population no longer means only thinking about safety. We need to design innovative solutions to help older people participate in workplaces, interact with digital products, get around the city, and convince a youth-centred society that they still have a lot to offer.


Design, UX / UI, Innovation

Virtual reality is a new medium and as the technology evolves there are other aspects of the experience of a virtual environment that need to be considered and improved.

I started this research as part of the dissertation of my MA and I discovered that there are no rules that have been set at the moment on how you can design the best experience for VR.

A few questions that I had to ask myself and I would try to explain on my talk were:
What do we mean by Virtual reality nowadays?
What is an immersive experience and how we can achieve that?
What’s the similarities and differences in user experience and design with other digital platforms?
How user-friendly are the VR experiences that currently on the market?

Design Thinking Workshop: The wallet exercise

Design, Product

The original wallet project was created as an introduction to design thinking for the d.school’s inaugural Boot Camp class in the Winter of 2006. It has since been contributed to, modified, stretched, and evolved by many d.school collaborators.

The Wallet Project is an immersive activity meant to give participants a full cycle through the design thinking process in as short a time as possible.

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