Jump directly to content

Tacit Knowhow

Tacit Knowhow
An anvil with a motion tracked hammer and pliers

When something which is known or desired to be learned is not a fact but an experience, “how” to do it is more important that “what” to do. “What” to do is easy to learn, it must only be told for the knowledge to transfer. “How” to do something is more complex.

Development and exploration
Completed
Professional education
1,5 år
500 000 SEK
Division: Division Bioeconomy

In order to know how to do something it is necessary to practice learning. This is not limited to the mind but also requires learning with arms, eyes and fingertips. Tacit knowhow is the knowledge of the body and what is desired in to be able or skilled.

RISE and blacksmith master Gustav Thane are trying to find a way to track and present activity in a way accessible and clear enough for many to access and start their personal journey into new abilities. It´s about motor skill and visualization of the nuances of how things are being done. The project span over one and a half year and is financed by the Swedish Konstnärsnämnden via Kulturbryggan.

In the project a wide variety of sensors, methods and ideas are applied in various ways to quantify and measure aspects of crafting and other tacit knowledge heavy domains. Extended reality technologies are used to visualize and explore if data can approach or be used to better understand and observe such knowledge.

Peter Ljungstrand

Forskare
Read more about Peter
Profile image

Contact Peter

CAPTCHA

* Mandatory 

By submitting the form, RISE will process your personal data.
Project end date: Design Sekundär områdes navigation:
Sensors and sensor systems
Lifelong learning
Service innovation

COSMO@HOME

COSMO@HOME
Magnetic resonance imaging where the patient's experience is different

COSMO@HOME aims to develop a digital tool for children to prepare at home for upcoming MRI
scans to avoid sedation during the scans themselves.

Utvecking av prototyp
Active
Design Pharmaceuticals Medical devices
3 år
5 000 000 SEK
Division: Division Digital Systems and Societal Transformation

The app will contain different personalized modules such as exercises and games to learn to lay still or breathe deeply. One module may allow to experience a scan in virtual reality and another parental module would provide background information. The aim is to reduce the number of sedations with 20%, which will lead to a decrease in hospital time, cost reduction and improved healthcare.

To be able to carry out successful MR scans on children without sedation, a novel preparation protocol has been developed called COSMO. COSMO is designed to achieve MR acquisitions with awake children as young as four years of age in a time and resource efficient manner. This without mock scanners, lengthy preparation procedures or repeated hospital visits. The children are prepared by immersing them in a fantasy, child friendly and engaging story, which is told and performed by trained hospital staff.

The aim of this project is to scale up the COSMO protocol by creating a digital COSMO tool that can be used by children and parents to prepare for the scanning sessions at home. Such a tool will bypass or limit the need for dedicated staff members and is as such far more scalable and cost-effective than the current approach. In this project, we will design and implement the tool based on prior knowledge of all the partners to achieve optimal success, a maximal number of scans without the need for sedation. The tool will be tested in 3 different hospitals to evaluate its effectiveness, efficiency and clinical impact.

Marie Sjölinder

Senior Researcher
+46 70 776 15 96 Read more about Marie
Profile image

Contact Marie

CAPTCHA

* Mandatory 

By submitting the form, RISE will process your personal data.
Project end date: Digital health Sekundär områdes navigation:
Design
Medtech
Service innovation

Equality in journalism

Equality in journalism
workshop with journalistis

The media play an important role in how we perceive the world. To be represented in the media is therefore important. The project worked in collaborative processes to identify challenges and potential for innovation that can promote inclusive news and safe online dissussions in the media.

Projektledare
Completed
Design Digitalisation
Region Norrbotten
8 månader
400 000
Division: Division Digital Systems and Societal Transformation

Research have revealed that there are challenges with representing groups in society in the media, for example, less than a third of those represented in media are women and in roles such as spokespersons or experts they are even fewer.

Other projects have been working on making statistics accessible and raising awareness, thus in this project, we focused on finding proactive solutions that serve journalists' work processes. This was done together with journalists in workshops. The project explored what current work processes looked like and mapped challenges with working more aware of norms and equality.

The goal was to map needs and generate innovation ideas for a possible innovation project where solutions can be prototyped and tested.

"Jämlikt i journalistik" (Equality in journalism) was a Vinnova-funded project within Norm Critical Innovation. The project was a collaboration between Norran and RISE ICT / Interactive in Piteå. 

Elin Wennberg

Project manager
0730407743 Read more about Elin
Profile image

Contact Elin

CAPTCHA

* Mandatory 

By submitting the form, RISE will process your personal data.
5. Gender equality
10. Reduced inequalities
16. Peace, justice and strong institutions
Project end date: Social sustainability in urban development Sekundär områdes navigation:
Design
Service innovation

DesignIT - An investment in interaction design for SMEs

DesignIT
Workshop with small and mediun sized enterprises

The DesignIT project was a three-year project for small and medium-sized enterprises in Norrbotten and Västerbotten. Through practical innovation projects with researchers at RISE, the SMEs increased their expertise and experience in innovation and interaction design.

The project was funded by the EU Structural Fund.

Projektledare
Active
Design Digitalisation
3 år
9 300 000
Division: Division Digital Systems and Societal Transformation

Purpose

The aim of the project was for small and medium-sized enterprises (SMEs) in the region to strengthen their innovation capacity and their technological development through collaboration with researchers and other important players. Several SMEs developed their knowledge in interaction design, user experiences and user-centered development, and more companies buildt knowledge of and experience of innovation projects and of collaboration with researchers.

Challenge

Increased digitization in society and in working life means that more areas are using ICT, therefore investments in interaction design are needed in order for the innovations of the future to be competitive. A good understanding of the users, their driving forces and context is needed to develop well-functioning solutions. A design perspective on the interaction between people and new technology is central to the development of future applications and smart products.

Solution

Through a pre-study, the foundation was laid for how a successful project aimed at SMEs in the region should be organized. The project thus offers flexible forms of research collaboration and learning and with the possibility of different levels of participation, from innovation projects to workshops and seminars.

Effects                                                                                                 

The project contributes to sustainable growth in the regions, innovative SMEs, new collaborations between SMEs and researchers and new ideas and prototypes to further develop.

The project prototyped, among other things, visualizations of health data for use in Home care.

Elin Wennberg

Project manager
0730407743 Read more about Elin
Profile image

Contact Elin

CAPTCHA

* Mandatory 

By submitting the form, RISE will process your personal data.
3. Good health and well-being
4. Quality education
11. Sustainable cities and communities
Project end date: Design Sekundär områdes navigation:
Lifelong learning
Health and life science
Service innovation

Urban Explorer

Urban Explorer

In the Urban Explorer project, we combine the world highest quality 3D maps with leading edge hardware, add data sources straight from research and create prototypes using natural interfaces. Then, we place it right in front of the actual stakeholders for testing out it's worth in real scenarios.

Projektdeltagare
Active
Design
Region Östergötland
ej bestämt
Division: Division Digital Systems and Societal Transformation

Modern cities are facing several major challenges that range from sustainable use of resources to threat management as well as infrastructure and services. In the Urban Explorer project, RISE Interactive (formerly called Interactive Institute) creates visualization tools with the city as the foundation. We do this in close collaboration with domain specific researchers, experts and stakeholders in order to create tools that makes a difference. If it doesn't, we learn something and try again. And again. As researchers, that's in our DNA.

What is Urban Explorer?

Urban Explorer is an applied research project focusing on the next step of map-based communication. By creating prototypes together with experts in urban planning, energy design, sustainability and environments studies etc. we make sure our work stays current and relevant. We work fundamentally cross-disciplinary mainly targeting user experience, visual fidelity and connectivity. In addition to making sure the content is relevant we continuously push the borders of the technically feasible. We deploy on hardware built in our own lab, use visualization clusters and VR-technology not yet in the open market.

The project was born out of the need of visualization of extreme climate threats like rising water levels, but we have since then turned our focus towards urban planning and civic dialogue. The most apparent result of our current work is the Urban Explorer Table.

Case Study: Urban Explorer Table

The Urban Planning office in the city of Norrköping wanted to further its civic dialogue, making it easier to convey developments to the citizens of Norrköping. Urban planners have a plethora of powerful tools at their disposal, but these are traditional GIS applications and usually not well suited for communicating with the general public. So, together, we started to explore and create the tools of the future. It was obvious that we wanted to work with rich data connected to a map. It was also obvious that we wanted interaction with groups of people.
The result is the Urban Explorer Table: A large multi touch surface where you can use simple and intuitive gestures to explore and evaluate various urban development projects in collaboration with your colleagues. The graphics are beautiful and lifelike, the interaction fluid and fast, the gestures natural. All in all, you touch your city. Get the grand scale overview where you can plan the city development while also be able to transition seamlessly down to view buildings and even enter individual apartments. Nothing comes between you and your city. So very simple. Immersive and direct.

11. Sustainable cities and communities
Project end date: Social sustainability in urban development Sekundär områdes navigation:
Artificial intelligence
Design
Sensors and sensor systems

NormViz – Norm-Creative Visualization in Urban Development

NormViz

Visualizations used in urban development are often based on stereotypical representations of age, gender and ethnicity. At the same time, visualizations can serve as powerful tools to contribute to more accessable and inclusive design solutions. NormViz developed methods and training for norm-creative visualization in urban planning and design.

Forskningspart
Completed
Urban development
Västra Götaland Region
2,5 år
Division: Do not use - Division Built Environment

In this project, researchers and analysts from RISE collaborated with Visual Arena, Skanska and White Arkitekter to explore new ways of visualizing places and design proposals within architecture and urban development projects.

Image: White, Samuel Michaelsson

The project included a range of activities, such as summarising insights from previous research, developing principles for norm-creative design and analysis, and testing the material in a number of real urban development projects in Gothenburg and Mölndal.

The results were compiled into a guide and handbook aimed at practitioners who want to strengthen their ability to work with norm-creative visualization in architecture and urban development.

Stefan Molnar

Forskare
+46 70 538 59 78 Read more about Stefan
Profile image

Contact Stefan

CAPTCHA

* Mandatory 

By submitting the form, RISE will process your personal data.

Jenny Lööf

Gruppchef*
Read more about Jenny
Profile image

Contact Jenny

CAPTCHA

* Mandatory 

By submitting the form, RISE will process your personal data.
11. Sustainable cities and communities
Project end date: Social sustainability in urban development Sekundär områdes navigation:
Construction
Design

Är jag normal?

Är jag normal?
Är jag normal? illustrationer från projektet

En av de vanligaste frågorna som kvinnor ställer till barnmorskor och gynekologer är om de är normala i underlivet; kvinnans kön varierar mycket i utseende, vilket både kvinnor och män har dålig kännedom om.

Projektledare & projektdeltagare
Completed
Design Vård och omsorg
Region Östergötland
9 månader
Division: Division Digitala system och samhällsomställning
Enkel storyboard på sticky notes dokumenteras genom en one shot video, vilken vi sedan använder som utgångspunkt när vi skapar våra användarscenarios.
Image: Nina Lemon

Visualisering av människokroppen är inte jämställd i dagsläget. Exempelvis har studier på utbildningsmaterial i medicinsk utbildning visat på en icke jämställd fördelning i hur kvinnor och män representeras och placeras i skadade eller starka avbildningar. Inom anatomiska utbildningsappar med interaktiv 3D har vi funnit fler exempel där mannen utgör det normerande underlaget för att visa människokroppen. I vissa fall finns inte en kvinnlig modell tillgänglig.

Image: Madeleine Kusoffsky

I de fall då en kvinnlig 3D-modell finns i utbildningsappar, är utseendet på de yttre delarna av kvinnans kön inte med, utan istället går visualiseringen direkt in på muskler etc. Detta faktum är problematiskt i fallet med sexualundervisning och bemötande inom vården, vilket fyller en viktig roll i att främja kvinnors rätt till sin egen kropp och att tackla missuppfattningar om kvinnokroppen i stort i samhället.

Genom finansiering från Visual Sweden och RISE har parterna Sibship AB, RISE Interactive och Petra Blom Andersson Norrköpings kommun utvecklat en prototyp för en öppen webbplattform av dynamiska 3D-modeller. Prototypen visualiserar det kvinnliga underlivets yttre delar med fokus på variation gällande färg, form/storlek och behåring. Prototypen innehåller kvalitetssäkrat bildmaterial som kan komplettera samtal/vårdsituationer där projektets målgrupp, unga kvinnor 15-25 år, möter medicinskt professionella på ungdomsmottagningar. Prototypen har testats och utvecklats i nära samarbete med behovsägare (medicinskt professionella) och målgrupp genom enkäter, intervjuer, studiebesök, användartester och workshops.

Image: Nina Lemon
Image: Madeleine Kusoffsky

Amanda Sundberg

Projektledare
+46 70 239 08 34 Read more about Amanda
Profile image

Contact Amanda

CAPTCHA

* Mandatory 

By submitting the form, RISE will process your personal data.
3.Hälsa och välbefinnande
4.God utbildning för alla
5.Jämställdhet
Project end date: E-hälsa Sekundär områdes navigation:
Preventiv hälsa
Design

Testbed for Human Product Interaction

HPI Lab

Nationally unique and independent perception lab where the sensory experiences are linked to physical properties.

Laboratory testbeds (LT)
Region Stockholm

Penny Bergman

Enhetschef
+46 70 526 57 40 Read more about Penny
Profile image

Contact Penny

CAPTCHA

* Mandatory 

By submitting the form, RISE will process your personal data.
Off
Division: Do not use - Division Built Environment

HPI Lab is a resource for consumer evaluation of materials and products based on sensory information.

The test bed consists of::

  • Perception Laboratory designed for critical evaluation of materials and products where colour and gloss are important factors
  • Control room for recording and observation
  • Usability laboratoriy
  • Eye-tracking, grip stiffness, optical properties/product appearance, surface feel (smoothness, roughness)

The testing  environment makes it possible to test consumer acceptance and conduct research on bio-based materials and products.

Materials Pulp, paper and packaging
Packaging
Not applicable
1997

Address

Drottning Kristinas väg 61, Stockholm

Division (OLD): Do not use - Division Built Environment Packaging Sekundär områdes navigation:
Design
Sensors and sensor systems
Materials and durability

V2Cyclist: The V2X protocol as a carrier of information

V2Cyclist
V2Cyclist project image

This project explored and demonstrated how wireless communication and interaction design can enhance safety for cyclists. The project designed and tested two prototypes and a user interface with sound and vibrations that can be integrated into a bicycle helmet.

Projektledare, koordinator, teknikutvecklare, interaktionsdesign
Completed
Mobility Mobility services
2017-10-01 – 2018-12-31
3.147.750 SEK
Division: Division Digital Systems and Societal Transformation

Goal

The overarching goal was to explore and demonstrate how V2X communication can serve as an effective information carrier between vehicles and cyclists.

Challenge

The development of wireless communication in traffic environments today largely focuses on motor vehicles. There is a need for research and development specifically targeting the conditions and needs of cyclists. The challenge in the project involved finding a technical solution that meets the requirements for data transfer, size, and power supply. Additionally, it involved creating a user interface that effectively informs the cyclist without being annoying or unnecessarily distracting. 

Solution

The project resulted in two prototypes using different technical architectures to communicate information between cars and cyclists. One prototype utilized direct communication via V2X, while the other used communication via the mobile network. The prototypes could warn the cyclist about two common risks in traffic environments. In one of the prototypes, the car driver also received a warning. Furthermore, user interfaces designed for integration into a bicycle helmet were developed and tested. In the interface, the cyclist receives information through sound and vibrations via bone conduction speaker elements. This solution allows the cyclist to hear the surroundings since the elements do not cover the ears. Utilizing the helmet as an interface could also potentially contribute to increased use of bicycle helmets in the future. The project's studies and demonstrations showed that the solutions have promising potential to increase traffic safety and be accepted by users.

Effect

Insights generated by the project could, in the long term, lead to improved traffic safety and continued appeal of cycling as a mode of transportation. Thus, the project has contributed to the promotion of sustainable cities and communities, health and well-being, as well as combating climate change.

More information

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

Johan Fagerlönn

Senior Researcher
+46703689810 Read more about Johan
Profile image

Contact Johan

CAPTCHA

* Mandatory 

By submitting the form, RISE will process your personal data.
3. Good health and well-being
11. Sustainable cities and communities
13. Climate action
POC Sports Scania Volvo Cars Svensk Cykling Kapsch TrafficCom
Projekt logo: logo Project end date: Mobility Sekundär områdes navigation:
Design
Risk and security