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Interactive Institute Annual Report 2012

Interactive Institute Annual Report 2012



2012 was an exceptionally exciting year at the Interactive Institute. It was the year when we once and for all beat the future visions from science fiction movies and revealed a 5500 year old murder ...

2012 was an exceptionally exciting year at the Interactive Institute. It was the year when we once and for all beat the future visions from science fiction movies and revealed a 5500 year old murder mystery through visualization technology. We brought eye tracking technology to the workshop floor, and with the help of sound design we improved the working environment in an industrial facility.

Our job is to create great user experiences that involve and engage people – no matter if the challenge is to change the way museums communicate science to their visitors or to involve lead users to give companies a competitive advantage. New user experiences can be created in all types of businesses and contexts, which makes imagination and the ability to think new essential to our line of work. This is why we are especially proud to present all the different cases in this annual report, each taking on a different challenge and each working with partner companies from different industries. We enable dialogue between different competencies by developing tools and processes that create transparency and mutual understanding. Welcome to read about this and more in our Annual Report 2012.

Interactive Institute is an experimental IT & design research institute that conducts world-class applied research and innovation. The institute creates groundbreaking user experiences and offers expertise in interaction design, visualization, user behavior, sound design, games and entertainment. Interactive Institute has about 58 employees in Stockholm/Kista (HQ), Piteå, Umeå, Karlstad, Eskilstuna, Norrköping and Gothenburg, and is owned by Swedish ICT.



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    Interactive Institute Annual Report 2012 Interactive Institute Annual Report 2012 Document Transcript

    • 3IMAGINATION IS THE KEYn 2012, the diversity of whatwe have to offer and thenever-ending range of possibleapplication areas reached newheights and created more excitingcollaborations with extraordinaryresults than ever before. Newuser experiences can be createdin all types of businesses andcontexts. Therefore, imaginationand the ability to think new areessential to our line of work. Inorder to be successful we cannotonly work in the fields weknow – we have to explore,experience and discover inorder to find the perhapsunexpected intersectionsand collaborations wherenew ideas emerge. This iswhy I am especially proudto present all the differentcases in this annual report,each taking on a differentchallenge and each workingwith partner companies from different industries.Imagination is also about using existing technologiesand techniques in new ways. For instance, it isinteresting to see that a lot of what drives productand service development today comes from thegaming industry. The gaming industry has increasedthe accessibility of qualified hardware, thus makingpowerful computers available and affordable.Gamification drives the development of mechanismsthat create user involvement andparticipation. An applicationwill not be better than theinvolvement it manages tocreate - no matter if it deals withlearning or home care.With our unique expertisein visualization and interaction design we createbusiness opportunities in new and existing markets. Abreathtaking user experience is the difference betweenfailure and success in today’s competition. We believeimagination is the key.CHRISTINA VON DORRIENCEO, Interactive Institute Swedish ICTWORDS FROM THE CEO:IPhoto: Nils AgdlerAn important part of what we do at the Interactive Institute has to do with exploration andexperiences. Technology has fundamentally changed the way people interact with the worldaround them, and this development makes us constantly reinventing the world, piece by piece.Our job is to create great user experiences that involve and engage people – no matter if thechallenge is to change the way museums communicate science to their visitors, to improve workenvironments, or to involve lead users to give companies a competitive advantage. We enabledialogue between different competencies by developing tools and processes that create transpa-rency and mutual understanding.“Imagination is moreimportant than knowledge,for knowledge is limitedwhile imagination embracesthe entire world.”Albert Einstein
    • 4Interactive Institutehas 55 employees.Part of Swedish ICTwhich is owned by RISEResearch Institutes ofSweden.Turnover in 2012:45,5 MSEKFunding: National researchfunding 43%, nationaland international industry25%, governmental funding20%, EU project funding 12%Interactive Institute is anon-profit distributingorganization.Interactive Institute wasfounded in 1998 by theSwedish Foundation forStrategic Research (SSF).• Stina, Experience Designer, EskilstunaSHORT FACTS
    • 5Interactive Institute Swedish ICT is an expe-rimental IT & design research institute thatconducts world-class applied research andinnovation. We create groundbreaking userexperiences and offer expertise in interactiondesign, visualization, user behavior, sounddesign, games and entertainment. Throughcreative and collaborative processes we em-power our partners to create new ways ofdoing and thinking.e develop new research areas, concepts,products and services, and providestrategic advice to corporations and publicorganizations. Our results are developed in closecollaboration with industry and society, exhibitedworldwide, and brought out to society throughcommissioned work, license agreements and spin-offcompanies.FINDING THE FRONTIERSFor more than a decade, Interactive Institute hasworked systematically to identify new research fieldsand to create pioneering projects with great potentialfor innovation. The research has given rise to largerresearch programs and funding initiatives that havecreated renewal within the research community andplayed an important part for Swedish industry, regionaldevelopment and the image of Sweden as an innovativenation.Since the start in 1998, our work has beencharacterized by our exploration of the bordersbetween design and technology in industrial andacademic settings as well as public and private sectors.With our expertise, we bring an innovative edge toindustry, we connect stakeholders for extraordinarysynergies, and we bring renewal to policy work. Ourknowledge of participatory innovation and creativevisualization brings a unique set of skills to ourpartners and to the Swedish research and innovationsector.LET US CHALLENGE YOU• Marie, PhD, Senior Researcher, KistaW
    • 6OUR KEY AREAS OF EXPERTISEWE CREATE GROUNDBREAKINGUSER EXPERIENCESWe explore futureuser experiencesthrough human-centeredinformation and communicationtechnology. With our uniqueexpertise in visualization and inte-raction design we create businessopportunities in new and existingmarkets.We provide a com-petitive edge throughworld-class interactivesolutions, services and productsthat dramatically change and im-prove the way people understandand interact with the world aroundthem.Our clients comefrom industry,academy, public sectorand public agencies, and togetherwith them we build the structure,strategy, operation and leadershipof collaborative research anddevelopment projects.SOUND AND INTERFACE DESIGNVISUALIZATIONINTERACTION DESIGNFUTURE ENERGY USEGAME DESIGN AND GAMIFICATIONDESIGN STRATEGY AND PARTICIPATORY INNOVATION»READ MORE
    • 7DESIGN STRATEGY ANDPARTICIPATORY INNOVATIONe find that drawing on valuable resourcesfor design and innovation demandsintroducing new frames through which toview the objective and the processes of any initiative.‘Context’ takes on special meaning in relation to boththe ‘context of change’ and the ‘context of production.’Learning about human behavior is very different fromapplying that knowledge to a process. Sometimes thecontext of change and the context of production canbe one and the same, other times it isvaluable to keep them separate. We havea long history of experimenting withvaluable ways of engaging in changethrough design whether the startingpoint is societal priority, user interests,new technology, or business.We draw upon social theory,technological development and design toplan and participate in design processeswith our partners. We specialize inintroducing new ways of engagingunlikely contributors that address socialand cultural values and interests. Criticaland socially informed project planning,execution and facilitation:• Challenges conventional thinking throughout theprocess to socially valuable design.• Avoids ill-conceived project directions whileprioritizing others at early stages.• Provides contextualized understanding andassessment in short-term and long-term efforts.• Increases organizational learning through inclusiveformats of engagement.Ideas are not born, they are socially shaped! •Design and innovation seek to improve people’s wellbeing by introducing products and servi-ces that respond to human values, human interests and experiences. While disciplines such asanthropology, sociology, and psychology have contributed social theory and methods to un-derstand human behavior as a basis for design, design and innovation are also social processes.Valuable change is not created in isolation or through the work of a select few, but may origi-nate from unlikely sources. How product, service or system concepts originate and are nurturedthrough a process has increasingly involved the users themselves, as well as other amateur orprofessional sources.W»CASEKEEP THE INNOVATION PROCESS IN MOTIONKEY AREA:
    • 8KEEP THE INNOVATION PROCESSIN MOTIONike many companies, ikea is continuallylooking for ways to innovate its product range.Together with Interactive Institute Swedish ictand Veryday, the Swedish furniture giant will explore anew method of innovation during 2013 that draws oncustomer insights more than ever before.GET CLOSER TO YOUR CUSTOMERSThe innovative research project aims to develop aconsumer-focused approach that will show howusers involved in the concept development phase canimprove innovation. A lead user has special needs,special skills and great experience in a certain productor service domain. Open innovation through a leaduser approach can give companies a competitiveadvantage by enabling them to leverage the knowledgeand ingenuity of the lead user.“ikea is interested in coming in closer contact with »IKEA boasts more than 8,000 different products in stock with new models and designs addedweekly. The Swedish furniture giant is forced to keep the innovation process constantly inmotion to maintain its market share and uphold the brand.LKEY AREA | DESIGN STRATEGY AND PARTICIPATORY INNOVATION• A lead user approach seeks to give companies a competitive advantage through leveraging the vast knowledge and expertise of users with specialneeds, special skills, and great experience in their product and service domain.CASE:
    • 9the customer and to get into a co-creation process,”comments Interactive Institute’s Brendon Clark. “ikeais a pioneer in opening traditional business areas byinviting customers into their warehouse-like stores and theproduct assembly process. But they don’t necessarily have ahistory of inviting customers into the design process,”he adds.EXAMINE EVERY ELEMENT OF YOUR PROCESSESInteractive Institute, with ikea and Veryday, aresetting up innovation labs to involve stakeholders,lead users, and other valuable competences. Thelabs will move over the stages of lead user research,analysis, co-creation, express prototyping and userevaluation of prototypes and concepts. The memberswill be involved in activities such as trend analysis,lead user studies, and collaborative design. In this way,the project has a ‘collaborative mode’ of conductingresearch where the stakeholders can explore theirinterest in a rapid research process based on userinvolvement. The labs will be based on both face-to-face and online interactions. •PROJECT PARTNERSIKEA, VeryDay and Interactive Institute Swedish ICT.CONTACTBrendon Clark, brendon.clark@tii.seREAD MOREwww.tii.se/InnovationLab
    • 10FUTURE ENERGY USEDESIGNING FOR PEOPLE AND SUSTAINABLE PRACTICESIN THE SMART GRID.n the future electrical grid, people’s consumptionof electricity will have to be managed in responseto supply conditions. This entails adjustingelectricity use to the supply at critical times or inresponse to energy market prices, which will involvea change of everyday practices in relation to optimalconditions for using electrical appliances. The majorgoals of the research program are:1. To develop knowledge concerning implications forpeople as users of the future energy system. Centralissues concern how sustainable practices may beformed in relation to the future electrical grid, whatkind of information is needed to attract and maintainpeople’s attention, and how to provide engaginginteraction models. Other important aspects areprivacy, automaticity of household appliances andsystems, and private production of energy.2. To develop concepts and prototypes forcommunicating relevant information with thepurpose of engaging households in the energy shiftingsystems. Here we addressquestions dealing withhow design may integratefeedback, aesthetics andplayfulness to influencepeople’s motivation andengagement to changetheir practices relating toelectricity consumption. •The electrical grid as we know it has worked more or less in the same way for over a hundredyears. However, great changes are taking place in this system forming the very core of modernsociety. New ‘smart’ technology is directed towards energy conservation and energy productionwithout any environmental impact. To address issues oriented towards user aspects of thefuture electrical grid, our key area focuses on the role of design and design research in thetransition to new behavioral patterns and social practices.I»CASEINNOVATIVE SMART HOUSE RUNS ONFOSSIL-FREE ELECTRICITYKEY AREA:
    • 11INNOVATIVE SMART HOUSERUNS ON FOSSIL-FREEELECTRICITYhe task of lowering energy consumption andreducing co2 emissions is a global challenge.Acting on a local level, Interactive Institutehas decided to get involved in a smart grid-researchproject that focuses on empowering residents withtools to control their electricity consumption in theirapartments.WORK TOGETHER WITH KEY INDUSTRY PLAYERSCarin Torstensson acts as project manager atInteractive Institute and both she and her colleagueswork together with electricity providers, homeautomation providers, constructioncompanies, white goods sector, and kth inthis two-year research project funded byvinnova. “We want people to adjust to thesupply and demand of fossil-free electricity,”she says. “We believe that there are possiblesavings of up to 30 percent of co2 emissionsin regards to electricity consumption for anordinary family.”GET A GOOD OVERVIEW OFCONSUMPTIONA common assumption is that it’s possibleto optimize energy consumption throughautomation and changes in behavior.This may be the case but the setting must be right. Byvisualizing the energy consumption pattern throughoutthe day via a display, the residents get incentivesto move certain parts of the consumption to morefavorable times. “We are also providing planning toolthat enables them to see what the next 24 hour-period willcost and the effect of their consumption pattern on co2emissions,” adds Torstensson.The information needed for this is collected by anautomatic system that makes calculations based oninstantaneous electricity rates, loads in the electricitynetwork and the degree of environmentally friendly »In March 2013, a family moved into a prototype flat – a living lab – in a new urban area of Stock-holm. During a period of 12 months, automatic systems and new mobile tools that will enablethem to keep track of their electricity consumption. Interactive Institute is responsible for desig-ning the interface between the back-end systems and the residents.T• Anton Gustafsson and Cecilia Katzeff from Interactive Institute in the prototype flat,located in Stockholm Royal Seaport.KEY AREA | FUTURE ENERGY USECASE:
    • 12production. The use of mobile tools like smartphonesis one method to present the information. The projectalso believes in using ambient tools, i.e. interfaces thatinfluence residents in everyday life in a transient way.START WITH ELECTRICITY, THEN ADD OTHERCOMPONENTSInteractive Institute assumes the role of service developerin the initial phase. Even though the project focuses onelectricity, the aim is to add new energy componentssuch as heating and warm water consumption. “Rightnow, we are building a generic, standardized system thatcan be reused,” explains Torstensson.DON’T FORGET FUTURE DEVELOPMENTThis is the first time the system is being tested. Next,the research group wants to install it in approximately150 apartments. In the future, the smart housemight also act as storage with batteries being chargedduring favorable conditions. Also, electric cars canbe charged at the optimal time for the electricitynetwork and when its production is less harmful to theenvironment. Also, if needed, electricity can also betransferred back from the car to the house. •PROJECT PARTNERSABB, Electrolux, Fortum, JM, ByggVesta, HSB, NCC, KTH andInteractive Institute Swedish ICT.CONTACTCarin Torstensson, carin.torstensson@tii.seREAD MOREwww.tii.se/projects/activehouse• By visualizing the energy consumption pattern throughout the dayvia a display, the residents get incentives to move certain parts of theconsumption to more favorable times.• There are possible savings of up to 30 percent of CO2 emissions inregards to electricity consumption for an ordinary family.
    • 13GAME DESIGN ANDGAMIFICATIONGames, gameplay and gamification are becoming increasingly pervasive in our society. Not onlyare games becoming one of the main leisure activities and more and more being seen as havinga cultural value, they are being possible to play nearly anywhere through the use of smartpho-nes and other mobile IT. In addition, the mechanics within games are also seen as possibilitiesfor transforming all types of task and activities to be more engaging and stimulating.Gamification, the use of game mechanics andgame design techniques in non-game contexts,has also emerged into an area of much interestfrom both society and business. At the InteractiveInstitute, we explore how novel gameplay can becombined with novel technologies to create synergiesthat can affect all areas of society. With leadingexpertise in game studies, gameplay and gamification,Interactive Institute plays an important part in theexploration and innovation within the field. •»CASEEXPERIMEDIA EXPLORES NEW DIGITALREAL-TIME SERVICES• Staffan, PhD, Senior Researcher, GothenburgKEY AREA:
    • 14EXPERIMEDIA EXPLORES NEWDIGITAL REAL-TIMESERVICEShe Experimedia project complements the largereu program fire – Future Internet Researchand Experimentation. But while fire focuseson the technical aspects of the future internet, the goalof Experimedia is to take a user-centric perspective andexplore opportunities in different contexts. The projectasks questions like ‘How can the new technologies beused?’ and ‘How are different services experienced?’Three disparate sites are used as experimental settings.Schladming in Austria is an alpine ski resort, interestedin exploring new ways of creating value for theirvisitors. The High Performance Center of Catalonia »How can we understand the future of the internet from a user perspective? Which new servi-ces can we expect? The EU-funded research project Experimedia uses three venues – in Spain,Austria and Greece – as experimental sites to get to some answers. “We want to understandwhich kinds of new real-time services the future internet will hold,” says Peter Ljungstrand atInteractive Institute. The project has an open-ended approach, and new project participants willbe added as the project evolves.TKEY AREA | GAME DESIGN AND GAMIFICATIONCASE:Photo: Jan Zach
    • 15is a sport facility, and provides the-athletes-of-tomorrow with extensive training resources. TheHellenic Cosmos Cultural Centre offers educationalproductions and multimedia exhibits related to theGreek cultural heritage.“We are looking at user-generatedcontent as a driver for added value. One example of aservice could be to let skiers use smart phones, earphonesand different spatial sounds to localize their buddies,or to track down the nearest warm shelter,” says PeterLjungstrand at Interactive Institute.VALUE OF REAL-TIME SERVICESThere is a general trend in society that the value ofinformation is declining as time passes. “What is uniqueand happens right now carries more value compared topre-recorded information. That is why we have chosento focus on real-time services,” says Peter Ljungstrand.But the goal is broader than just creating new killerapps. Instead, it is about a better understanding of theadvantages and disadvantages of different services.SEVERAL EXPERIMENTSThe project started in October 2011 and will runfor three years. Interactive Institute acts as a toolsdeveloper and also has a cross-border function, makingsure the technical side understands softer perspectivessuch as psychology and sociology. “During the first year,we have built the technological platforms. From now on,we will execute concrete experiments and evaluate theresults,” says Peter Ljungstrand.Interactive Institute is also responsible for theexperiments being executed in a scientific manner,including collecting quantitative and qualitative data.An additional role is to attract new partners interestedin performing experiments. •PROJECT PARTNERSInteractive Institute Swedish ICT (Sweden), IT InnovationCentre, University of Southampton (UK), ICCS (Greece), AthensUniversity of Technology (Greece), Atos Research (Spain), Joan-neum Research (Austria), Infonova (Austria), Foundation ofHellenic World (Greece), Schladming 2030 (Austria), CAR HighPerformance Sport Center (Spain), Katholieke Universiteit Leu-ven (Belgium), La F@brique Du Futur (France).CONTACTPeter Ljungstrand, peter.ljungstrand@tii.seREAD MOREwww.tii.se/projects/experimedia
    • 16INTERACTION DESIGN FOREXTREME ENVIRONMENTSor instance, how should we design an oil rigservice technician’s support system to providethe right information at the right time? Whenriding their bikes fast downhill a mountain, is therea way to convey information to the riders in a safebut yet informative manner? Is it possible to designinteractive public displays so that many users caninteract with them and each other simultaneously?These three examples show that the problemswith interaction design today is concerned, indeveloping technology behaviors and understandingthe interaction between these technologies andpeople within different environments, have grownconsiderably in complexity. Such complexity hasshifted the kinds of problems interaction researchersand designers are involved from relatively well-defined,controlled problems with the overall aim to improveusability of a product or service to more ill-structuredand open problem situations; so-called ‘wickedproblems’.In order to be able to take on and tackle suchwicked problems together with our partners, we atthe Interactive Institute combine leading academicresearch in Human-Computer Interaction (hci)with practical knowledge and skills indesign and information technology.For us, the context of use itself and oursituated users’ problems and concernsare the center of attention, not theactual technology being applied. Ourcontextual, user-centered approach incombination with strong technologyknowhow leads to new insights andhelp us shape innovative solutions forour partners. In all our projects, we useworking prototypes to quickly explore,test, and verify our novel interactiondesign concepts. •We devise and implement new and innovative interaction design solutions in extreme environments,for instance within industrial settings, outdoor environments, and public spaces. While substantialresources are being invested into interaction design intended to support office work, mobile officeusers, and more recently into design for home settings and leisure users, these more unusualapplication domains have been largely overlooked even though they provide very interestingchallenges and opportunities from a research perspective as well as a business perspective.F»CASEEYE-TRACKING TECHNOLOGY COMES TO LIFEKEY AREA:
    • 17EYE-TRACKING TECHNOLOGYCOMES TO LIFEow will human/machine interaction inthe processing industry change over thenext decade? Are there alternatives tothe traditional way of doing things? This was theassignment abb Corporate Research gave InteractiveInstitute. Using eye-tracking technology and a camerathat recognizes bodily movements, operators cannavigate on the computer screen by both using justtheir eyes and hands. With inspiration from the gamesindustry Interactive Institute has built a prototype forabb Corporate Research, which does exactly that.IT’S ALL IN THE EYES“We’ve been working together with abb for several years,building prototype concepts for the future, and wekeep track of current technology,” explains Ru Zarin,Interaction Designer at the Interactive Institute. “abbalready had connections with the Swedish company Tobiiand abb knew that we were interested in exploring the useof Microsoft’s Kinect Camera.” Kinect uses a 3d camerathat detects 3d movements and makes it possibleto steer objects on the screen. Tobii Technology hasdeveloped eye-tracking technology, which enables usersto interact with computers using just their eyes.MAKING HANDS-FREE NAVIGATION A REALITYInteractive Institute’s prototype consists of twoflat screens, placed a couple of meters in frontof the operator. On the right-hand screen, a 3drepresentation of an oil rig is shown. By swipingvertically with the arm, the operator cannavigate through different levels of »Dirty hands and computer devices don’t mix, especially if you work as a maintenance engineerin the oil industry. So, how can operators retrieve digital information when something needs tobe fixed? One advanced solution is to use eye-tracking technology and a gestural camera.HKEY AREA | INTERACTION DESIGNCASE:
    • 18the oil rig model. Instead of using a mouse to highlightobjects and make them clickable on the screen, theoperator uses his or her eyes. Menu items can also beexpanded to reveal more information. When an objectis selected, it is moved by a swipe gesture to the screenon the left. In the process view, the operator caninteract more in detail with a specific component andsee how it performs.EXPLORATIVE APPROACH BRINGS RESULTS“We did this to show what would happen when these twotechnologies were combined,” says Zarin. “The projecthad an explorative approach. We were hoping to initiatea dialogue on how access to pertinent data could be betterretrieved in specific environmental conditions with the useof new technology,” he adds.The showcase piece received glowing reviews duringan internal abb conference in Texas. “With a prototype,people start to think: Can we use this in another context?Often they can,” believes Ru Zarin.The research project was conducted by InteractiveInstitute in just two months and involved a team ofseven. •PROJECT PARTNERSABB Corporate Research and Interactive Institute Swedish ICT.CONTACTRu Zarin, ru@tii.seREAD MOREwww.tii.se/projects/eyecatcher
    • 19SOUND AND INTERFACEDESIGNFOR ENHANCED USABILITY AND RICHER EXPERIENCESn increased information load in many usercontexts requires designers to focus onmultimodal solutions rather than purelyvisual solutions. By using a multimodal approach,we will be able to build interfaces that lead to moreefficient human-machine interactions as well as moreattractive working environments. Using sounds createsopportunities for eyes-free interaction, which in manysituations is safer and less demanding as it does notrequire the users’ full attention.Today, sound as a medium for interaction is veryunderused in most user contexts. Unfortunately,existing auditory solutions are typically neither goodnor inspiring. In order to change the existing viewon the use of sound in interfaces, it is importantto develop good examples, build solutions thatusers accept, and stop contributing to bad soundenvironments.At the Interactive Institute, we commonly makeuse of participatory design in our projects. This, incombination with our competencies in cognitionresearch, sound design, acoustics, sound analysis,sound programming, interface design and conceptdevelopment, makes a good platform. We areexperienced in project and innovation management,and most of our projects result in working prototypes.Using our mixed competencies and experiences, we cango from problem and idea - through a research-baseddesign process - to prototype and evaluation.We see a great potential for the use of soundinteraction in a range of domains, including thevehicle industry, the process industry, and other areasinvolving intense information flow and demandingdecision-making. Other interesting areas are the serviceindustry, the media industry, the creative industry andproduct design. •Sound is a natural part of everyday life. Talking and listening is perhaps the most importantway of interacting with other people. Sound reaches our ears from all directions and informs usabout events, materials, distances, directions and much more. Still, however, interactiveapplications are strangely silent, with a few exceptions.A»CASEIMPROVING WORK ENVIRONMENTSTHROUGH ADVANCED SOUND SYSTEMS• Sound is an undervalued source of information in today’s vehiclesand will become increasingly important in the future vehicle andtransportation business.KEY AREA:
    • 20IMPROVING WORKENVIRONMENTS THROUGHADVANCED SOUND SYSTEMSAlarm signals in control rooms are supposed to alert and inform operators when there’s aproblem. Often, though, they are hard to understand and irritating. A revolutionary researchproject by Interactive Institute has produced a groundbreaking solution that has actuallyincreased efficiency and improved the work environment for the operators.perators in industrial control rooms arealerted to problems with machinery viacomputer displays. The use of sound andsound systems is a useful option when the eyes becomeoverloaded with information. Paper producer SmurfitKappa Kraftliner wanted to create a less stressfulwork environment in the control room so turnedto Interactive Institute to come up with a creativesolution that would alert operators without beingirritating.“We challenged ourselves to find a sound solution toguide Smurfit Kappa Kraftliner operators to the sectionthat was having problems,” explains Katarina Delsingat Interactive Institute. “The sounds we wanted shouldconvey the grade of priority and the operator should feelokay with the sounds, or even like them,” she adds. »O• Stefan Lindberg, Interactive Institute, and Lars Jönsson, Smurfit Kappa Kraftliner, in the control room. Interactive Institute designed andimplemented a sound-based solution in the control room of Smurfit Kappa Kraftliner, a producer in the paper industry, which resulted in a moreefficient and less stressful working environment for the operators.KEY AREA | SOUND AND INTERFACE DESIGNCASE:“From a workplace safety pointof view, it has been an incrediblechange for the better”.Lars Jönsson, Smurfit Kappa Kraftliner
    • 21A SMART COMBINATION OF DIFFERENT TONESDuring the intense research stage, sound signals wereproduced via a combination of different tones, whichwere used to indicate the priority of the problem:a high-pitched alarm meant something was seriouswrong and could affect production. Another importantstep was to design sounds that worked for the users.Along with the operators, Interactive Instituteidentified different sounds that could be used forcertain operating sections: a water drop represented thewashing section, the sound of a kettle boiling was forthe cooking process, and a breaking twig meant therewas a situation in the wood chip area.CLOSE COLLABORATION GETS YOU RESULTSProject leader Anna Sirkka and sound designerStefan Lindberg worked methodically together withthe operators to find the right solution. After beingtested during real working conditions, the project waspresented and evaluated. “The response was extremelypositive. The operators at Smurfit Kappa Kraftlinerthought it was easy to understand which of the operatingsections was being alerted and it was useful in their dailywork,” explains Katarina Delsing. “The operators alsothought that the work environment was calmer and thatthey could focus better on problem solving. It was nice tohear that they didn’t want to get the old sounds back,” shesays.A full-scale test is now being carried out in a controlroom at Smurfit Kappa Kraftliner. Interactive Instituteis also looking into other ways of further developingthe sound solution with new partners. •PROJECT PARTNERSSmurfit Kappa Kraftliner and Interactive Institute Swedish ICT.PROJECT AND FINANCINGThis project was part of the larger project LJUDIT which is finan-ced by: EU Structural funds, the County administrative board ofNorrbotten, the municipal of Piteå, the municipal of Skellefteå,and RISE.CONTACTKatarina Delsing, katarina.delsing@tii.seREAD MOREwww.tii.se/projects/ljudit• Interactive Institute’s Anna Sirkka in front of the system used toimplement the sound solution at Smurfit Kappa Kraftliner.
    • 22VISUALIZATION FOR INTER-ACTIVE AND COLLABORATIVEEXPERIENCESo be able to tackle the tidal wave of datathat we are experiencing within all areas ofsociety such as health care, city planning andarchitecture, science, education, engineering, businessor just plain everyday life, we need to refine anddevelop powerful visualization tools that transformdata to meaningful information and generate insightsinstead of overload.Visualization aids us to see what cannot be seen, togenerate insights from large and complex data andimagining the future. The applications of visualizationis ever expanding, it helps us with everything fromsaving lives at a hospitals and creating a more effectiveproduction process in industries to helping studentsto understand complex problems as well as creating amore democratic city planning process.At the Interactive Institute we combine powerfulvisualization technologies with novel interaction designand display technology to create innovative interactivevisualization tools and experiences. Positioned inbetween academia, industry and public sector wework with a practical and prototype driven approachtogether with partners from a variety of sectors,ranging from smes to large companies and universities.Our projects always result in working prototypes orapplications ready to enter the market. The goal is todevelop innovations and experiences that help ourpartners to deal the new era, the era of Big Data. •Today we see an enormous increase in data and information generation. Trends and technologiessuch as more powerful computers, internet of things, open data, ubiquitous sensors, new imagingand measurement devices, digitalization, simulations, social media and mapping technologies arebecoming more and more advanced and wide spread. We are entering the era of Big Data.T»CASECREATIVE 3D VISUALIZATION TOOL MAKESMUSEUMS AND SCIENCE CENTERS COME TO LIFEKEY AREA:• In the Urban Explorer project, we create visualization tools with thecity as the foundation.
    • 23CREATIVE 3D VISUALIZATIONTOOL MAKES MUSEUMS ANDSCIENCE CENTERS COME TO LIFEImagine a tablet device the size of a dining table. You sweep the surface with your fingers toexperience and explore objects in intricate 3D detail. Welcome to Inside Explorer - a powerfulvisualization system that gives visitors to museums and science centers the chance to virtuallyinteract with subjects that have been scanned using medical imaging systems such as ComputerTomography (CT) or Magnetic Resonance Imaging (MRI). A large interactive touch screen ena-bles visitors to enlarge, rotate and virtually dissect different examples on the table and explorethem in intricate detail.riginally developed to support forensicautopsy work, the first prototype of theVirtual Autopsy Table was developed in2009 as a result of a cross-disciplinary collaborationbetween Interactive Institute, Visualization CenterC and Center for Medical Image Science andVisualization (cmiv). Today, universities and hospitalsuse it for educational purposes as well in preparationfor performing physical autopsies. “We understoodthat the visualization system could also be used in »OCASE:KEY AREA | VISUALIZATION• Ground-breaking new technology has allowed a virtual autopsy to be undertaken on one of the British Museum’s most well-known mummies and hasrevealed he was probably murdered.
    • 24other applications, so Interactive Institute continued todevelop the product,” says Thomas Rydell at InteractiveInstitute.SMART TECHNOLOGY FINDS NEW USER BASEThree years later, the visualization system, nownamed Inside Explorer, has found a new user base byproviding amazing visualization experiences to visitorsat science centers and museums. Anything that canbe scanned can also be visualized, explored and usedas basis for an interactive visitor experience – frommeteorites to ancient mummies. The system requiresno training, and visitors can interact with it in seconds.Inside Explorer can also be supplied with a numberof anatomy datasets from an existing digital library.Museums can scan their own objects or partner withlocal hospitals to conduct their own research andthe Interactive Institute can then work with them toprovide visualization experiences.FINDING SUCCESS WORLDWIDEMore than 10 institutions are now actively involvedworldwide in using Inside Explorer, including theBritish Museum, London’s Natural History Museum,the Singapore Science Centre, the Field Museum inChicago, and the National Museum of Science andTechnology in Stockholm. For one of the BritishMuseum’s most well-known mummies, over 5,500years old, Inside Explorer even helped the curatorsto reveal that the mummy had almost certainly beenmurdered. This investigation was also assisted by theforensic team at cmiv.THE POSSIBILITIES ARE ENDLESSBut Thomas Rydell is also eyeing another field ofapplication for the Inside Explorer. “Some scientistsare considering the idea of converting physical objects atmuseums into digital libraries,” he comments. “Thiswould make it possible to use non-invasive methods »• Gebelein Man was buried in about 3500 BC at the site of Gebelein in Upper Egypt, and is one of the key attractions in the Early Egypt gallery at theBritish Museum. Discovered in 1896, this mummy is one of the best preserved individuals known from Ancient Egypt.“This technology allows us tolearn more about life and deathin ancient Egypt, but most im-portantly our visitors can takepart in the exploration anddiscovery process.”Neal Spencer, Keeper of AncientEgypt of Sudan, British Museum,London
    • 25to digitally archive collections on a much larger scale,as well as provide digital access to the collection by bothscientists and the general public. One goal could be tocreate digital 3 dimensional archives for entire species,that could be used for both research, public access andinteractive educational experiences in the museum,” heexplains. •PROJECT PARTNERSVisualization Center C, Center for Medical Image Science andVisualization (CMIV), and Interactive Institute Swedish ICT.CONTACTThomas Rydell, thomas.rydell@tii.seREAD MOREwww.tii.se/projects/insideexplorer• A cut in the skin over the leftshoulder blade doesn’t looklike much from the outside,but the 3D visualization of theCT scan shows that this wasprobably caused by a sharppointed weapon that penetratedthe underlying shoulder blade.The absence of any signs ofhealing and the severity of theinjuries suggest that this can beconsidered the cause of death.
    • 26MONKI R&D - PRODUCTDEVELOPMENT THROUGHINCLUSION OF LEAD USERSMonki r&d is a pilot study which aims to developconcepts for the fashion company Monki. Togetherwith Monki and Lindholmen Science Park, we wantto explore technology and design methodology thatbetter meet individualized customer needs in a globalcontext. To accomplish this a close relationship withthe customer is at the core. In the border of analogand digital contexts, the project will develop conceptswhich meet and identify customer needs, which in turnwill influence design and product development. Theconcepts will be designed and developed through openinnovation processes and co-creation methodology,where the inclusion of lead users is central for theachievement of the targeted goals.The project started in December 2012 and will end in December2013. Partners in the project are Monki (a subsidiary to H&M),Lindholmen Science Park and Interactive Institute Swedish ICT.READ MOREwww.tii.se/projects/monki-rdTHE NEXT GENERATION OF SPORTAPPLICATIONS - A MOVEMENT APPFOR CROSS COUNTRY SKIINGThe sports industry is very large in Sweden – theturnover was about 80 billion sek in 2010. However,we export very little sport-oriented products andservices from Sweden compared to the huge interestwe have for sports and wellbeing. Internet of Sports isa new research area at sics and Interactive Institute,where we for instance use smart phones to performmovement analysis to help skiers develop theirperformance capacity.Through combining movement analysis, machinelearning and user experience development, wecreate the next generation of sport applications. Themovement app for cross country skiing reveals specificdetails on how to improve your performance bymaking the invisible information in your movementvisible and accessible.The projects is led by SICS and Interactive Institute, and projectpartners include the Swedish National Cross Country Ski Team andWinter Sport Center at the Mid Sweden University in Östersund.UPCOMING PROJECTS
    • 27HIGHLIGHTS 2012JANUARYINTERACTIVE INSTITUTE RECEIVES 10 MSEK FORDESIGN RESEARCH ON SMART GRIDSInteractive Institute, Fortum, abb, Electrolux, jm, ncc, hsb,ByggVesta and kth secured funding from vinnova in orderto create the first active house in Stockholm Royal Seaport,a new urban district in Stockholm. Interactive Institute wasalso granted funding by The Swedish Energy Agency forresearch in this area.FEBRUARYVIRTUAL AUTOPSY TABLE PART OF NEW INNOVATIONEXHIBITION AT TEKNISKA MUSEETThe Virtual Autopsy Table is part of an exhibition about the100 most important innovations of all time. The exhibitionis called 100 innovations and opened at The NationalMuseum of Science and Technology in Stockholm, Swedenin February. It is the largest exhibition ever produced by themuseum.MARCHINTERACTIVE INSTITUTE’S CEO AMONG COMPUTERSWEDEN’S 50 MOST POWERFUL WOMEN IN IT - AGAIN!For the second year, Christina von Dorrien, ceo of theInteractive Institute, was on Computer Sweden’s yearly listof powerful women in it that have a lot of influence andimpact on Swedish business, technological development,policy and/or public opinion.APRILINTERACTIVE INSTITUTE NOMINATED TO REGIOSTARSAWARDThe Interactive Institute in Piteå was nominated toeu:s RegioStars Award in the category ‘Smart Growth -Connecting universities to regional growth’.INTERACTIVE INSTITUTE AND VISUALIZATION CENTERC VISUALIZE THE FUTURE OF GOTHENBURGIn spring 2012, Interactive Institute delivered an UrbanExplorer Table to The City of Gothenburg that will use itto plan and communicate the major urban developmentprojects that the city faces.• Photo: Ellinor Algin• Photo: Nils Agdler
    • 28MAYDANIEL FÄLLMAN APPOINTED PROFESSORDaniel Fällman, studio director at the Interactive Institutein Umeå, was appointed professor at the Departmentof Informatics at Umeå University. Daniel Fällman haspreviously been awarded the highly prestigious title as oneof the future research leaders by the Swedish Foundation forStrategic Research (ssf).WORLD-CLASS VISUALIZATION TECHNOLOGY ONDISPLAY AT WORLD EXPO 2012 IN SOUTH KOREAFor the second time in a row the Interactive Institute andVisualization Center C were selected to represent Swedenat World Expo. Through a collaboration with saab Rapid3d Mapping the Urban Explorer was exhibited - a newvisualization tool that will facilitate future city planning.CARIN TORSTENSSON ONE OF THE MEMBERS OF THESWEDISH GOVERNMENT’S NEW COUNCIL FOR SMARTGRIDCarin Torstensson, studio director at the Interactive Institutein Eskilstuna, is one of the 14 appointed members of theSwedish Government’s new council for smart grid.JUNEINTERACTIVE INSTITUTE GRANTED FUNDING FORCHALLENGE-DRIVEN INNOVATIONTogether with a number of partners, the Interactive Instituteparticipates in two of the 30 projects that have been grantedfunding from vinnova’s challenge-driven innovationprogram.SEPTEMBERAUDIO MOSTLY 2012 IN CORFUThe 7’th Audio Mostly Conference took place at the IonianUniversity, Corfu in September 2012. Interactive Institutestarted the conference that is focusing on sound in 2006.VISUALIZATION TECHNOLOGY FROM INTERACTIVEINSTITUTE REVEALS ANCIENT SECRETS AT LONDON’SNATURAL HISTORY MUSEUMThe Natural History Museum in London opened its doorsfor their biggest-ever after hours ’Science Uncovered’ eventin October 2012, allowing the visitors to experience speciallyselected specimens using the Inside Explorer table – aninteractive visualization touch table developed by InteractiveInstitute and Visualization Center C.
    • 29OCTOBERCARL HEATH INVITED SPEAKER AT THE 2012STORYWORLD CONFERENCE IN HOLLYWOODCarl Heath, researcher at the Interactive Institute, was one ofthe invited speakers at the 2012 StoryWorld Conference thatwas held in Hollywood, California, in October.RESEARCH RESULT FROM INTERACTIVE INSTITUTEINTRODUCED TO THE SWEDISH MARKETIn October, Bixia opened its first store in Linköping and alsolaunched a new smart energy clock, Aware Clock. The AwareClock is developed by the Interactive Institute and can easilymeasure electricity use in the home and visualize our energyrelated habits. The clock is commercialized by Pike Solution.NOVEMBERVISUALIZATION TECHNOLOGY FROM INTERACTIVEINSTITUTE REVEALED A 5,500 YEAR OLD MURDERMYSTERYInteractive Institute and Norrköping’s Visualization CenterC provided a virtual autopsy table to the British Museumin London in November 2012. This groundbreaking newtechnology allowed a virtual autopsy to be undertaken onone of the British Museum’s most well-known mummiesand revealed that he was probably murdered. The tablewas on display at the museum from November 2012 toMarch 2013, giving the visitors to the Museum a uniqueopportunity to use the new non-invasive technology anddiscover new ways of looking at life and death in EarlyEgypt.MEDIPAD PRESENTED AT RSNA 2012, THE WORLD’SLARGEST MEDICAL MEETINGMedipad, a new concept for interacting with radiologyworkstations developed by Interactive Institute, waspresented at RSNA in Chicago, the world’s largest annualmedical meeting, attracting more than 60.000 visitors.INTERACTIVE INSTITUTE GRANTED FUNDING FOROPEN INNOVATION AND LEAD USERSInteractive Institute was granted funding by vinnova fortwo projects within the call ‘Open Innovation and LeadUsers’. The projects are ‘Lead User Innovation Lab’, whereInteractive Institute has teamed up with VeryDay and ikea,and ‘Product Development through Inclusion of Lead Users’where Interactive Institute works together with Monki andLindholmen Science Park. Collaborating with lead users isan increasingly important factor in contemporary productdevelopment, and these two projects will develop the way inwhich we help companies to work with and engage in userinvolvement.• Photo: Karin Foberg
    • 30PUBLICATIONS 2012Bergström, K. (2012). Playing for Togetherness:Designing for Interaction Rituals through Gaming.PhD thesis in Interaction Design at the Departmentof Applied Information Technology, University ofGothenburg.Bergström, K. (2012). Creativity Rules – how rulesimpact player creativity in three table top role-playing games. International Journal of Role-playing#3.Björk, S. & Juul, J. (2012). Zero-Player Games -What We Talk about When We Talk about Players.The Philosophy of Computer Games Conference,Madrid, 2012.Clark, Brendon and Boije, Jakob and Fraser, Euan andYoung, Jonathan (2012) Delivering Collaboration:Participatory Innovation Conference Proceedings.Participatory Innovation Conference 2012, SwinburneUniversity.Denward, Marie (2012) Broadcast Culture MeetsRole-Playing Culture: Consequences for AudienceParticipation in a Cross-Media Production. In:Global Perspectives on Media in the Swirl. PentagonPress, New Delhi, India. isbn 978-81-8274-653-4Eriksson, Magnus. (2012) Political ParticipationAmong Youth in the Edgeryders Project. Edgerydersworking papers, Council of Europe, StrasbourgFagerlönn, Johan and Delsing, Katarina (2012)Designing auditory displays for visually dominantuser environments. In: smc Sweden 2012, Soundand Music Computing, Understanding and Practicingin Sweden, ”Vad pågår just nu?”, 2012, kth, RoyalInstitute of Technology.Fagerlönn, Johan and Lindberg, Stefan and Sirkka,Anna (2012) Graded Auditory Warnings During In-Vehicle Use: Using Sound to Guide Drivers WithoutAdditional Noise. In: 4th International Conferenceon Automotive User Interfaces and InteractiveVehicular Applications, Portsmouth, nh, usa.Fallman, D. & Yttergren, B. (2012) Using VirtualShadows to Represent User Proximity in MobileInformation Technology Environments, In theproceedings of hotmobile 2012, The ThirteenthWorkshop on Mobile Computing Systems andApplications, Poster paper, (Feb 28-29, San Diego, ca).Katzeff, C., Nyblom, Å., Tunheden, S. andTorstensson, C. (2012): User centred design andevaluation of EnergyCoach – an interactive energyservice for households. Behaviour and InformationTechnology, 31, 3, 2012, Taylor & Frances Group,305-324.Liljedahl, Mats and Delsing, Katarina (2012) Soundfor enhanced experiences in mobile applications.SMC Sweden 2012, Sound and Music Computing,Understanding and Particing in Sweden . pp. 10-12.Liljedahl, Mats and Lindberg, Stefan and Delsing,Katarina and Polojärvi, Mikko and Saloranta, Timoand Alakärppä , Ismo (2012) Testing Two Toolsfor Multimodal Navigation. Advances in Human-Computer Interaction, 2012 . issn 1687-5907Liljedahl, Mats and Papworth, Nigel (2012) UsingSound to Enhance Users’ Experiences of MobileApplications. In: Audio Mostly 2012 - A conferenceon interaction with sound, 26-28 September 2012,Corfu, Greece. (In Press).Mazé, Ramia (2012) A Critical Practice. In: TheSwedish Museum of Architecture: A fifty yearperspective. The Swedish Museum of Architecture,Stockholm, pp. 158-160. ISBN 978-91-85460-88-5Trotto, Ambra (2012) Civic Forges: co-designplatforms based on people’s skills. In: Trend bookDutch Design Week 2012. Dutch Design Week,Eindhoven. isbn 978-94-90350-32 (In Press)Trotto, Ambra and Tittarelli, Michele (2012) MusicalViruses for graceful seduction. In: nordichi,October 2012, Copenhagen.
    • 31Wangel, Josefin and Mazé, Ramia and de Jong,Annelise and Höjer, Mattias (2012) Backcasting andDesign for Sustainable Social Practices. In: NordicConference on Consumer Research, May 30- June 1,2012, Gothenburg, Sweden.Zarin, R., Lindbergh, K., & Fallman (2012) UsingStop Motion Animation to Sketch in Architecture:A Practical Approach. In: Design and TechnologyEducation: An International Journal, Volume 7,Number 3. October 2012.Zarin, R., Lindbergh, K., & Fallman, D. (2012)Stop Motion Animation as a Tool for Sketching inArchitecture, To appear in the Proceedings of drs2012, The 2012 Design Research Society InternationalConference, (July 1-4, 2012, Bangkok, Thailand).• Cecilia, PhD, Research Director, Eskilstuna
    • 32FINANCIAL REPORTStatement of Profit and Loss for 2012, KSEK 2012 2011IncomeNet Sales 45 534 43 676TOTAL INCOME 45 534 43 676Operating expensesOther external costs -16 992 -13 502Personnel -28 504 -30 401Depriciation and write-downs of tangible assets -149 -272Operating profit/loss -111 -499Result from financial investments 136 646Profit/loss after financial items 25 147Other taxes 0 82NET PROFIT/LOSS FOR THE YEAR 25 299Balance Sheet 2010, KSEK Dec 31, 2012 Dec 31, 2011ASSETSFixed AssetsTangible assets (machinery) 214 425Financial Assets 425 447Total Fixed Assets 666 872Current AssetsWork in progress 8 249 9 259Receivables 7 196 4 064Cash and bank deposits 7 792 9 357Total Current Assets 23 237 22 680TOTAL ASSETS 23 903 23 552EQUITY AND LIABILITIESEquityShare capital 100 100Reserve fund 20 20Profit brought forward 8 281 8 052Profit for the year 25 229Total Equity 8 426 8 401Current liabilities 15 477 15 151TOTAL EQUITY AND LIABILITIES 23 903 23 552
    • 33CEOChristina von DorrienBOARD OF DIRECTORSMadeleine CaesarMikael GenbergHans HentzellSören SjölanderTomas LagerbergHans MalmqvistStaffan Truvé (Chairman)Christina Öhman, employees representativeCarin Torstensson, employees representative, deputyOWNERSThe ownership of the Interactive Institute is heldby Swedish ict, which is a group of world-classresearch institutes in the field of ict (information andcommunication technologies), with expertise thatranges from sensors and actuators, communicationnetworks and data analytics to visualization, interactiondesign and service development. Swedish ict is ownedby the Swedish government through rise (60%), andby two stakeholder associations (40%) with membercompanies from Swedish industry.OFFICESInteractive Institute’s headquarter is located in Kista(Stockholm, Sweden), with operations in major Swedishcities and regions; Eskilstuna, Gothenburg, Karlstad,Norrköping, Umeå and Piteå.ORGANIZATIONGÖTEBORGKARLSTADKISTA, STOCKHOLMUMEÅESKILSTUNANORRKÖPINGPITEÅFMOF 20% FAV 20% RISE HOLDING 60%ACREO SICS VIKTORIAINTERACTIVEINSTITUTESWEDISH ICT ORGANIZATION CHART
    • The Interactive Institute is a truly unique initiative, whichfocuses on esthetics and creativity by combining artisticdevelopment with research in design and technology.In addition, it is a real-life experiment in the organization of cross-disciplineresearch combining art, design, anthropology, computer science, interactiondesign, ethnography and many other disciplines.  It is hard to pinpoint what makes the Interactive Institute so completelydifferent, but I am convinced that the secret is that it is a unique platformfor creative people to pursue their dreams and ideas. The results arecreations that combine esthetics and novel information technology, andin almost every case there is also a story to be told.”Staffan Truvé, Chairman, Interactive Institute Swedish ICTChief Scientist and co-founder of Recorded Future”
    • Interactive Institute Swedish ICT ABBox 1197164 26 Kista, Swedenwww.tii.seinfo@tii.se© Interactive Institute Swedish ICT 2013Production and Graphic Design:Sara Backlund & Anna Scherp• Thomas, Studio Director, Norrköping