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Workshop The Experience - Practical introduction to user centered methods for product and service development

Name of service (page headline, shown in promos – maximum of 70 characters incl. spaces): Workshop The Experience Lead (include SEO-words and the main benefits for your target groups. Stick to one paragraph, maximum 2-3 sentences):

The workshop gives you concrete and inspiring tools to analyze the user's journey - before, during and after interaction with your product or service.

Purpose/Benefit:

People are different; who we are, what we need and what we experience. When developing a service or product it´s valuable to see from several perspectives. Do users encounter obstacles at any stage? Can we supplement the offer to meet more needs or enhance the experience?

For who?

The workshop suits companies, municipalities and organizations who want practical knowledge about how products and services can be developed based on the needs and experiences of the users (for example, customers, visitors or residents).

By understanding the user's experience we increase the possibility to create an attractive and accessible product, service or location.

Method (what/which methods are used to perform the service):

With support from our supervisors from RISE you will map your selected product/service step-by-step during the workshop. By looking at the offer from the users' perspective the strengths and opportunities for development often become more distinct.

The workshop takes about 3 hours and is held either at our premises in Piteå or at another given location. It is an advantage if the participants have different functions within the company/organization in order to share different perspectives and knowledge. The workshop is suitable for 3-20 people, but the more people participate, the more rewarding discussions and insights can be.

The workshop is based on short theoretical reviews and practical work with a case that the company itself has chosen to focus on.

With the support of RISE supervisors and methods, the following is developed:

  • A so called Persona that describes a representative of the users of the service/product
  • A Scenario that describes a sequence of an event
  • An Experience map of the user's interaction with the service/product
  • Identification of interactions that can be improved

Methods for further development and idea generation are also presented.

The workshop will give participants knowledge of the method, new insights about their own case and equipp them to be able to use the knowledge on their own, for example to look at the same service but from another user's perspective or to develop the weaknesses identified.

Delivery (what does the client get after performed service – e.g. a report, certificate etc.):

The participants gain a basic understanding of interaction design and user-driven design, including methods to:

  • understand the user
  • chart the user's experience and needs
  • work norm-critical
  • develop new ideas
Delivery time:

The date for the workshop is set in dialogue with the client.

Area:
Design
Service innovation
Contact person (Enter one name per field. Activated personal contact pages will appear automatically): Elin Wennberg, Project manager
Workshop Experience
Field measurements: No Price type: 1 Division: Division Digital Systems and Societal Transformation Preparation: Description of preparation Preparation information:

Before the workshop, the participants choose a new or existing product/service that they want to develop. During the workshop, the methods are applied directly to the current case.

The choice of suitable case is made with support from RISE.

Certification and marking: Not applicable Type of service: Innovation services Instrument: Not applicable General area: Not applicable Order information: For more information and booking contact us at RISE. Contact details can be found further down the page. Divison (OLD): Division Digital Systems and Societal Transformation Delivery level: Not applicable
anna.sirkka@ri.se
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Design Sekundär områdes navigation: Service innovation Tjänstetyp tagg: Utbildning

Together Anywhere, Together Anytime

TA2

How can technology help to nurture family-to-family relationships? This is the question asked by the collaborative project Together Anywhere, Together Anytime (TA2).

Development, research and design
Completed
Design Internet of Things
4 years
Division: Division Bioeconomy

For many people, families form the key social unit. Many of our enduring experiences, holidays, celebrations and moments of fun and laughter are framed as family events. This is something that current technology does not address well; modern media and communications serve individuals best, with phones, computers and electronic games devices tending to be individually owned and providing individual experiences. TA2 seeks to redress this imbalance, by exploring how technology can support group to group communication.

Family letters are often written from one family to another; family games are played between families. Memories in the form of videos and photographs are often shared within families. TA2 wants to enhance and support these processes; enabling people to share their stories, pass digital photos and videos around, add comments to them, and to pass them back. TA2 aspires to build systems that allow people to play games with each other, seeing and hearing each other as they laugh with, and at, each other, as they struggle with games like Ludo, Labyrinth or Pictionary. TA2 also inteds to find ways in which modern sensors and IT equipment can support the family to gain better awareness of each others activity, whilst mainaining each individual’s right to privacy.

TA2 media and communication experiences will be characterised by their naturalness; clear relaxed voice communication and intelligently edited video. Through the TA2 system, stories are automatically generated from home-related content, the personal home video or from the antics of a lively game.

Peter Ljungstrand

Forskare
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Project end date: Design Sekundär områdes navigation: Sensors and sensor systems

ENTER Mölndal

ENTER Mölndal
Two kids are testing the AR driven app Enter Mölndal

ENTER Mölndal is a collaborative project between RISE interactive, Mölndals stadsmuseum (Mölndal city museum) and the artist Marika Hedemyr. Through your mobile phone you get access to a new layer of storytelling on your walk around Mölndal’s Kvarnbyn (”the Miller’s Village”).

Development of AR driven app
Completed
Design
Västra Götaland Region
2 years
680 000 SEK
Division: Division Bioeconomy

The aim of the project has been to bring cultural environments and places to life in Mölndal through new technology and innovative narrative methods. Mölndals stadsmuseum has long worked with various methods to stimulate the visitors' involvement and co-creation in the historical story. In this project, the goal has been to increase involvement in the urban landscape by creating interest, curiosity and participation in cultural environments in Mölndal.

Cultural environments are a common source of knowledge and experiences, but only when a support is given to "read" this knowledge and thereby see oneself in relation to the place and the story is inclusive in its depiction of cultural history. In 2018, Mölndal's City Museum launched ENTER Mölndal, in collaboration with RISE Interactive and Marika Hedemyr Projects. ENTER Mölndal contists of two mixed reality walks - a web-based story in the old industrial society Mölndals Kvarnby and an app for Tulebosjön’s (Lake Tulebo’s) Bronze Age site.

By working site-specific with new mobile technology, the diversity of stories that a place carries is opened and gives the opportunity to show on site what you no longer see. With Augmented Reality technology and a script combining facts with poetic and performative narrative techniques, ENTER Mölndal creates a consciousness of history that is based on inclusion and many voices and which engages all senses of the visitor.

In the project, RISE has contributed to the development of a web-based storytelling platform, as well as the development of an AR-driven app based on Unity as well as ARKit and ARCore. Jacob Michelsen at RISE in Gothenburg has carried out the development, which has used an iterative and user-focused process.

Jacob Michelsen

Researcher, designer & developer
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Project end date: Design Sekundär områdes navigation:
Urban development
Advanced electronics

Carbon Dioxide Theater at Västmanland County Museum

Carbon Dioxide Theater
CO2 Theatre

Carbon Dioxide Theater engages young citizens in participatory methods to explore and critically reflect on social norms and trends related to climate impact. In an inter-generational arena, methodology for theatre and participatory design focuses on exploring objects in the past and present, carbon footprints, social norms and climate action.

Research and Design Expertise
Completed
Design Life cycle analysis
Region Västmanland
12 months
2 000 000
Division: Do not use - Division Built Environment

Purpose and goal

Climate change is a one of the defining crises of our current times, and the overall goal of the project is to take urgent action to combat climate change by engaging with young citizens in Västmanland County. The project will develop participatory methods for museums to support them to work with changing social norms in society based on climate research.

Challenge

For the individual and society to relate to and understand what the climate goals mean and what changes are necessary is complex. More innovative methods are needed to communicate abstract questions about climate change and climate research. Only informing and raising awareness has been proven to be insufficient to change behavior to become more sustainable.

Solution

In this project we define important environmental issues and the norms around them as relational and socially emerging phenomenon. Therefore, the project focuses on exploring and reflecting on the collective social practice and norm-making among young citizens aged 15-20. This is done through a series of workshops at Västmanland County Museum, where young citizens together with museum staff, designers, actors and researcher focus on various climate issues. The young citizens are also offered summer jobs within the project with the goal to co-create a pop-up exhibition in a digital or physical form.

Effect

Concrete outcomes of the project include developed methodology of participatory theatre to support museums to address and fight climate change, and two pop-up exhibitions co-produced with the young citizens.

The project came shared second place in Årets Pedagogiska Pris 2019 of museums in Sweden, and book was written about the processes, methods and personal stories of participants to explore how museums can develop new ways of working with visitors to address contemporary global challenges. Read more about the project in the digital version of the book here:
https://issuu.com/vastmanlandslansmuseum/docs/carbon_dioxide_theatre_at…

 

Team: Lizette Reitsma, Hayley Ho, Sofie Nyström, Wasim Brikham, Birgit Brunklaus

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13. Climate action
Project end date: Social sustainability in urban development Sekundär områdes navigation:
Design
Lifelong learning

Digilog - Digital games for citizen participation in urban development

Digilog
The image depicts two hands holding a gaming controller.

The interest in participation – of citizens, users and stakeholders - in the building sector has grown the past few years. Digital games has increasingly been used in both the public and private sectors. Despite this, there’s a lack of research and development in the field - a situation that RISE wants to remedy through the Digilog initative.

Coordinator and project manager
Completed
Urban development
Västra Götaland Region
2018-2019
Division: Do not use - Division Built Environment

Digital games have been used in citizen participation for decades, and have lately grown in popularity as urban development tools. Some research has been done on the subject and, together with practical experiences, it indicates that use of games can be a way of motivating participation as well as stimulating learning on urban development. Still, there’s much we don’t know about the advantages, disadvantages, prerequisites and obstacles for using digital games in this area.

In order for games to better contribute to urban development processes, the knowledge base as well as methodology needs to be strenghtened – for this reason RISE started the initiative Digilog in 2018. A preparatory inquiry into the subject has been conducted within Digilog; with the aim to compile the knowledge that already exists, identify knowledge gaps and initiate future development work. Amongst other things, the inquiry has resulted in a research review, which is available for anyone who wants to learn more about the subject matter. During the inquiry phase work also began on building a consortium with different relevant actors, which will develop future projects in the subject area.

 

 

Stefan Molnar

Forskare
+46 70 538 59 78 Read more about Stefan
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11. Sustainable cities and communities
16. Peace, justice and strong institutions
Göteborgs Stad (Gothenburg municipality)
Digital games for citizen participation in urban development - research review (language: Swedish)
Attach document: Project end date: Social sustainability in urban development Sekundär områdes navigation:
Design
Service innovation

People-tools-Process-Place: Design-driven accessibility design

People-tools-Process-Place (PTPP)
Bifrostparken lekutrustning

Social sustainability is high on the agenda in Swedish urban development – and an important aspect of this area is accessibility. While there are laws and guidelines for physical accessibility, it’s not as clear how munucipalities and other actors can work on issues of social accessibility. This is the subject PTPP sets out to examine.

Project participant
Active
Urban development
Region Västerbotten Västra Götaland Region
2019-2021
Division: Do not use - Division Built Environment

The overarching goal of People-Tools-Process-Place: Design-driven accessibility design of places and tools in small and mid-size towns is to contribute new knowledge on how social accessibility can be taken into account in urban development. The focus is on the needs of small and mid-size Swedish municipalities – needs which tend to be sidelined in current Swedish development efforts, which often take  larger towns and cities as their starting point.

Through a design-driven approach, this project will 1) Develop one or more tools for social accessibility in physical planning processes, 2) Test and develop these tools in development of physical spaces and 3) Develop an overarching program for social accessibility design in urban development.

This work will be carried out in close collaboration with the municipalities of Skellefteå and Mölndal, which will constitute testbeds for the project.
 

5. Gender equality
11. Sustainable cities and communities
Skellefteå Municipality Mölndal Municipality Luleå University of Technology
Project end date: Sekundär områdes navigation:
Built environment
Design

Anyone can innovate!

Anyone can innovate!
Two persons explore the fusion of virtual reality, escape room and museum.

How are innovations created, who can be an innovator, how does it happen and what perceptions do we have? This is an area that RISE Interactive together with Borås Museum and the cultural association Utopia is investigating in the project “Anyone can innovate!”

Project owner, developer and researcher
Completed
Digitalisation
1 år
380 000 SEK
Division: Division Bioeconomy

With one foot in the history of innovations, and the other in interactive learning and accessibility this project explores a contemporary development of museums through digitalization, new technology and non-excluding co-creational participatory processes. The project explores a new type of museum concept that strives to create an immersive, interactive and informative experience through the combination of the solution-oriented and playful elements from “Escape rooms” with traditional museum strategies and the use of virtual reality. The usage of virtual reality in museums puts high demands on the technology, something which could pose a challenge to museums. In this project it is investigated how this challenge can be bridged and how virtual reality can become an important complement to the museums of the future.

With the initial standpoint in the role of the museum as a public place for education and meetings this project aims to create an understanding and a curiosity around the innovation process, innovation history and forgotten innovators. The project aims to create a method that defuses the notion of incomprehension with the innovation process and highlights the iterative nature of innovation, a method that raises and encourages the innovative spirit of the visitors and also conveys the message “anyone can innovate!”. This means that an innovator can be anyone, anywhere, anytime. It is simply someone who have, or has had a problem to solve and then has sought the solution to it. With the project the point is also made that a multidisciplinary approach and education combined with experience and an understanding of the innovation process are important tools in reaching a solution.

The innovation that is the focus for this prototype is the development of heating techniques, and through the help of virtual reality the participants travel through time to solve the heating challenges of different eras by cooperating and combining the skillsets of different characters.

Fredrik Trella

Researcher Developer
+46 10 228 42 48 Read more about Fredrik
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Project end date: Design Sekundär områdes navigation:
Innovation management
Advanced electronics

Conflict management, dialogue and reader engagement in the new media landscape

KOM

The media is a central part of the democratic system and has an important role to promote inclusive public discussions, especially in a polarized context. The project aims to strengthen the media's ability to work as inclusive democratic arenas via innovation in close collaborations with stakeholders.

Projektledare
Active
Design Digitalisation
Region Norrbotten Region Skåne Region Stockholm Västra Götaland Region
2019-12-31
495 000
Division: Division Digital Systems and Societal Transformation

The social challenge that the project focuses on is a growing polarization in the public sphere. This challenge has been clearly highlighted by the Swedish Government Official Reports on democracy, and polarization between groups is referred to as a special risk factor for democracy.

The project is expected to result in deeper knowledge of the challenges, needs, markets and a network of users and stakeholders for the next innovation step. Effects in the long term, after a step 3 project, are expected to be that media will be able to offer safe discussion tools for conflict-ridden topics and that more readers, from more groups in society, participate in discussions across lines of conflict and via media actors' platforms.

The project has four work packages: Media market analysis that deepens the knowledge of the media as an attractive arena for discussions, Needs analysis and user studies in collaboration with reader groups and other groups in civil society to increase understanding of the user's/reader's perspective, Idea workshop where early concepts are developed based on needs analysis and lastly a package for Planning for the next project.

Collaborating parties are RISE, Direktpress AB, Södertörns Högskola, Lindholmens Science Park and Ifrågasätt AB, consortium with expertise in  media, ICT, design, journalism and challenges related to online discussions.

5. Gender equality
16. Peace, justice and strong institutions
Project end date: Social sustainability in urban development Sekundär områdes navigation:
Design
Risk and security
Service innovation

Sonic Interaction in Intelligent Cars

SIIC
Lights

This project explored how sound design can be used to enhance the user experience in future autonomous vehicles.

State-of-the-art analysis, user evaluations and development of design guidelines.
Completed
Automated vehicles
Region Norrbotten Region Stockholm Västra Götaland Region
2018-11-15 - 2020-11-15
14.065.527 SEK
Division: Division Bioeconomy

Purpose and goal

The introduction of automated vehicles (SAE level 4-5) represents a radical shift in the interaction between the vehicles and their users. Information and functions that were previously useful may no longer serve a purpose, while new information and interactions may need to be implemented. The main goal of this project was to explore how interaction through sound can be used to support trust, comfort, and safety for users in future autonomous vehicles. The project sought answers to the following key questions:

1. What roles do interactive sounds play in future unsupervised automated driving?

2. Can usefulness, and the users' sense of trust, safety and comfort in vehicles be affected by sonic interaction?

3. How do different sound designs and sound generation methods affect people's behavior, mood, emotions and well-being in the vehicle?

Challenge

Today, there is limited knowledge about how interaction design and sound design should be formulated for autonomous vehicles. The challenges in this project consisted partly of understanding users' future needs. Additionally, a challenge was to find suitable solutions for sound interaction and to test these solutions in a way that yields reliable results.

Solution

The project developed a framework for sound design tailored for autonomous vehicles. Additionally, design concepts and prototypes were created and tested in VR environments and in test vehicles on a test track. Based on the results from the project's studies, we observed that sound has the potential to increase trust in autonomous vehicles and reduce motion sickness during travel.

Effect

The project generated entirely new insights into the significance and potential of sound to enhance the user experience in future vehicles. It produced guidelines, demonstrative materials, prototypes, and research publications that can guide developers and manufacturers in the future use of sound. In the long term, this could contribute to increased acceptance of efficient and safe autonomous vehicles, which could have positive effects on traffic safety and the environment.

More information

Public report: https://www.vinnova.se/globalassets/mikrosajter/ffi/dokument/slutrappor…

Johan Fagerlönn

Senior Researcher
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11. Sustainable cities and communities
13. Climate action
Project end date: Autonomous vehicles Sekundär områdes navigation:
Artificial intelligence
Design

Oregano

Oregano
Oregano - fjärrstyrning av orgel

Organ Acusticum is a massive musical instruments that adorns the stage of Studio Acusticum concert venue in Piteå. RISE, Interactive in Piteå has developed an application for the organ that allows visitors to experience the instrument in new ways, regardless of age or musical background. Visitors can, for exam

Projektledning & design
Completed
Design
Region Norrbotten
Hösten 2017
Division: Division Digital Systems and Societal Transformation

Controlled through a tablet, the organ can play back recorded tracks, and change the tempo of these. The organ can accompany musicians and opens up for new exciting musical performances with the organ at Studio Acusticum.

– Through Oregano we’ve made this impressive instrument accessible and we hope it will provide inspiration for creating new musical expressions and experiences.

Johan Fagerlönn, RISE Interactive Pitea

Oregano is in essence an application for remote control, something RISE Interactive in Piteå work a lot with in completely different contexts such as the mining industry.

Listen to the organ interpret flute music to organ music as Stefan Lindberg plays:

https://www.youtube.com/watch?v=oJGAfOdUXbs

Johan Fagerlönn

Senior Researcher
+46703689810 Read more about Johan
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Project end date: Design Sekundär områdes navigation: Built environment