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En integrerad lösning för visualisering av anläggningar i landskapet

LAVIS 2.0
Prototyp Nyköpings resecentrum

LAVIS 2.0 genomfördes som ett samverkansprojekt mellan RISE, Trafikverket och Vektor.io med syfte att utforska förutsättningarna för en plattform med visualisering av infrastrukturprojekt i landskapet.

Projektledare
Completed
Design Digital infrastruktur Digitalisering Stadsutveckling
Region Östergötland
25 månader
5 400 000
Division: Division Digitala system och samhällsomställning

Ansatsen till projektet, och den förstudie som föregick pågående projekt, var att genom ett ökat digitalt arbetssätt möjliggöra samordning, samverkan och kommunikation mellan kommun, stat och medborgare genom att förenkla, effektivisera och delvis automatisera hanteringen, modifieringen och genereringen av olika sorters visualiseringar av infrastrukturprojekt för att visa anläggningar i landskapet. Från arbete med BIM/GIS-data, till visualiserade, upplevbara modeller i realtidsbaserad 3D-grafik i en och samma lösning - till skillnad från dagens fragmenterade lösningar.  
 
Projektet genomfördes som en fortsättning på förstudien ”Förstudie – Där landskapet möter anläggningen - Integrerad visualisering med hjälp av GIS och BIM (LAVIS)” (TRV 2019/90 306) vilken genomfördes under 2020.  

Projektresultat

Med grund i redan utförd förstudie har projektet utforskat, detaljerat och prioriterat behov som de identifierade användargrupperna har i relation till visualisering med avseende på användbarhet, lämpliga funktioner och användargränssnitt, utifrån ett perspektiv på hela visualiseringsprocessen. Projektresultatet presenterar vidare viktiga aspekter kopplat till kritiska beroenden, implementering och förvaltning samt tydliga insatser för att föra projektet resultat vidare. 

 LAVIS 2.0 har genom sina omfattande tester och prototyputveckling demonstrerat potentialen för en integrerad visualiseringsplattform som kan förbättra sättet infrastrukturprojekt visualiseras och hanteras på. Genom att sätta användarnas behov i fokus och kombinera avancerad teknik med användarcentrerad design, står projektet redo att forma framtidens arbetssätt inom Trafikverket och andra relaterade verksamheter. 

Slutrapport

Slutrapporten behandlar arbetet i projektet LAVIS 2.0. I introduktionen presenteras projektets bakgrund, fokus och forskningsfrågor och arbetspaketens upplägg. I metodöversikten redovisar vi arbetet med att utforma underlaget för de fem genomförda testomgångarna. Avsnittet användartester presenterar respektive testomgång med fokus, målgrupp och prototyper av den experimentplattform som utvecklas i projektet. Genom testomgångars har arbetsgruppen identifierat 77 användarfall som presenteras utifrån tolv olika tematiska huvudområden. Användarfallen belyser olika behov och önskemål från olika användargrupper för visualisering av anläggningar i landskapet, såsom medborgare, projektledare, kommunikationsansvariga och specialister. Majoriteten av de tematiska huvudområdena sammanfattas vidare i rekommendationer.

I avsnittet användarupplevelser har vi utifrån användarfallen försökt beskriva hur ett framtida arbetssätt borde gestaltas för att skapa en effektiv kommunikations- och informationsplattform. I kritiska beroenden behandlar vi också de kringliggande aspekter - implementering och upphandling - som behöver lösas för att vi skall kunna realisera den skissade vision som presenteras i framtida arbetssätt. I avsnittet slutsatser sammanfattar vi de insikter och rekommendationer som projektet lämnar vidare till verksamhet och identifierade behovsägare utifrån arbetet med projektets forskningsfrågor. Sammanfattningsvis berör avsnittet reflektioner vitala delar av projektets fokus, utvärdering och förslag på framtida forskning.

I rapporten hänvisar vi även till rörligt material från genomförda testomgångar samt prototyper utvecklade inom ramen för projektet. 

Existerande plattform

Videon visar en förvisning av experimentplattformen under testomgången ”Existerande plattform” 

Medborgardialog

Videon visar en förvisning av delar av de prototyper som utvecklades inom ramen för testomgången "Medborgardialog"

Co-working

Videon visar en förvisning av delar av de prototyper som utvecklades inom ramen för testomgången "Co-working"

Filtrering

Videon visar en förvisning av delar av de prototyper som utvecklades inom ramen för testomgången "Filtrering"

Amanda Sundberg

Projektledare
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9.Hållbar industri, innovationer och infrastruktur
11.Hållbara städer och samhällen
Slutrapport i projektet LAVIS 2.0
Attach document: Funders without URL: Trafikverkets forsknings- och innovationsportfölj Bygga Project end date: Design Sekundär områdes navigation:
Infrastruktur
Samhällsbyggnad
Byggd miljö
Arkitektur och planering

Development of tools for people with visual impairments to use to vote

Equal suffrage 2.0

RISE is designing to decrease barriers people with visual impairments encounter when voting . The government has given Valmyndigheten the assignment, in collaboration with RISE, to produce solutions for people with visual impairment to cast their vote independently. The process is user centered focused on accessibility and universal design.

Project owner
Completed
Design
Region Stockholm Västra Götaland Region
2022 - 2024
Division: Division Digital Systems and Societal Transformation
Prototyper från förstudieprojekt framtagna av RISE
Image: Lovisa Fris Åsum

Background

In spring 2022, the government gives Valmyndigheten the assignment, in collaboration with RISE, to develop solutions and produce one or several prototypes of assistive technology for people with visual impairments to use in our elections. The solutions have to make it possible to vote for a party and a candidate. 

To vote with a visual impairment today 

 Currently, to vote with a visual impairment is not easy enough, nor is it possible to cast a vote on a candidate, only party, with preserved electoral secrecy. People with visual impairments can get ballots, in envelopes with braille sent to their homes, but there is no way to confirm the content or cast a vote on a candidate without asking for help from a person with vision. Several steps in the process need to be made accessible for voting to be done with preserved electoral secrecy.

To vote independently means that the person can identify the ballots, get the information on them, cast their vote on a candidate and get their choice confirmed. 

Method 

RISE uses an iterative user-centered design process based on understanding the users' needs, challenges and previous experiences. By including the user group continuously during the process, we can generate ideas and solutions that match their needs. The method gives us the possibility to identify and iteratively test solutions relevant to the target group. 

 

Lovisa Fris Åsum

Forskare
+46 70 263 04 59 Read more about Lovisa
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Project end date: Design Sekundär områdes navigation:
Sensors and sensor systems
Architecture and planning

The Connected Individual - Augmented & Personal

The Connected Individual
connected individual

Society and industry need to develop the knowledge to assess the impact of a connected versus non-connected citizen. We also need to understand both the values ​​and risks of personalization.

Digitalization is changing the way actors interact and collaborate with information (data). One way to describe this shift is as a shift from mass production by Ford, to mass customization of Dell, and then personalization by Google. The technologies behind the digital economy enable personally tailored services on a massive scale, for free or at low prices, in exchange for people sharing information about their lives, their bodies, their behaviour, which is then stored, processed and transformed into continuous improvements in services. This means that how personal information is used is a crucial issue for any actor operating in the digital economy. Few actors can afford not to be involved.  

There are challenges for how information gathering can create better personal security and well-being in for example industry, healthcare, correctional services, schools and transport. Individuals that are connected and augmented in well-designed ways can gain empowerment, safety and comfort. But society and industry need to develop knowledge and the ability to assess the impact of a connected individual compared to an un-connected citizen. We also need to understand both the values and risks of connectivity and personalization. 

Our expertise meet challenges and opportunities in the connected individual with a transdisciplinary approach where social, societal, technical and judicial perspectives meet. Our goal is to create opportunities for envisioning the future and to unfold the risks digitalization bring for the individual.

RISE runs several projects where we create prototypes for new kinds of services and experiences with the individual in focus. We combine design methodology and theory with a broad know-how in technical development. For example, we look at how the experience and efficiency of services in the health sector are affected by new AI solutions. We investigate how the individual affects cyber security in the sharing of sensitive industrial data. We experiment and build prototypes with sensors and actuators for a safer traffic environment and more inclusive society.

Our approach includes working closely with end users, creating collaboration between different actors and creating conversations and visions through workshops, visualizations and by studying and discussing related literature.

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Joshua Bronson

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Division (OLD): Division Digital Systems and Societal Transformation Division: Division Digital Systems and Societal Transformation Design

Involve users in the design of digital services

Elderly person using tablet

Society's e-services are for everyone but miss a large part of the target group. Our oldest citizens in particular do not take full advantage of digitalization. Services need to be developed to a greater extent for those who have the most difficulty in using the solutions.
“Think more norm-critically,” urges Melinda From, innovation and process leader at RISE.

One of the most difficult things seems to be building digital services for the elderly. The latest annual report on Swedes and the Internet (Svenskarna och internet) summarizes the situation as follows:

  • Fewer than half of those born in the 1920s and 30s have used e-services in the past year.
  • 6 out of 10 can't log in to online public health services without help.
  • Among the oldest, only one in three thinks that e-services make things easier.

These kinds of issues are often mentioned. Digital exclusion in Sweden is primarily driven by age. No wonder, perhaps, because when the Internet had a broader impact in the mid-1990s, this group was already in their 60s and 70s. Factors such as level of education, income, disabilities and place of birth also have an impact. In short, things that deviate from the norm.

“If you look at who builds our digital solutions today, just over 80 percent of the world's developers are men,” says Melinda From at RISE “Of those, 75 percent are white with origins in Europe or North America. It is obvious that this group will be very homogeneous.

“We see signs of this in our digital products. For example, voice control that works better for men or facial recognition that works well with light faces but worse with other skin tones.”

Melinda From believes that our services sync better with the norm if they are also based on the norm, and therein the problem.

“Instead, we should develop for those who have the most difficulty using these services.”

We sometimes digitalize in absurdum when we should instead start from people's needs

Need to find alternative paths

As a service designer with an eye for what norms can do, Melinda From lists several examples of solutions that go wrong. Sometimes it is previously collected data that distorts the design, sometimes it is not a given that a digital service solves the whole problem but instead locks out people who lack the BankID service or sufficient computer skills.

“Somewhere there must be alternative paths. We sometimes digitalize in absurdum when we should instead start from people's needs.

This applies to both the private and public sectors, and as a resident and taxpayer, one might feel that the Swedish public sector should be there for the entire population,” says Melinda From. Her advice to developers is to take advantage of Sweden's anti-discrimination legislation, which lists seven different grounds for discrimination.

“A lot is gained if you consider parameters in the design phase such as gender, age, sexual orientation, disability, religion, ethnicity and transgender identity or expression. Then, of course, there are also the other perspectives that are not related to laws; urban or rural is an example,” says Melinda From.

Investment in inclusive system transition

RISE employs a number of service and interaction designers. There are also several norm-critical experts who can help in the early phases with reviews from a system perspective as well as assessing prototype solutions in ‘real life’

“We are also setting up a new unit for inclusive system transformation and innovation that will be up and running in the fall of 2022,” says Melinda From in conclusion.

Melinda From

Transformationsledare
+46 10 516 56 18 Read more about Melinda
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Design Sekundär områdes navigation:
Digital health
Service innovation

Digital transformation contributes to the elderly care of the future

Digitalization health care

Municipal operations are in the midst of a major challenge. Demographic changes, restructuring and increased pressure are creating new demands. Digitization is an enabler to cope with the transition, in combination with new ways of working, streamlined flows and the right conditions for both users and employees. We can meet the challenges and find new ways forward together.

That's why we at RISE work in the area of ​​Digital transformation in elderly care to strengthen care's ability to meet the challenges and take advantage of the opportunities. Via the center, you reach a unique and broad competence throughout the entire journey of change.

We meet your needs for support during a shorter intervention or a longer process. Through the large network of municipalities, regions, companies, and other organizations with which we collaborate, we can meet your challenge in proven ways or explore and break new ground together.

We have areas of expertise in impact measurement, service design, innovation procurement, work environment development linked to digitization and much more. Experienced Project managers and Change managers are offered as a cornerstone in collaborations.

RISE can contribute, among other things, in the following areas:

  • Innovation work and renewability
  • Analysis
  • Business and service development
  • Implementation
  • Competence development

Read more about RISE contribution to digital transformation in municipal care.

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Contact form title: Please fill out this form to get in touch with us Hantering av personuppgifter: /en/about-rise/operations/mission-governance/policy-documents/privacy-policy Division: Division Digital Systems and Societal Transformation Digital health Sekundär områdes navigation:
Innovation management
Design
Service innovation

In the Hub 2

In the Hub 2
VR environment with self-driving truck in a mine

In this project, we explored future solutions for how people can interact and collaborate with autonomous heavy vehicles. The project identified obstacles and opportunities for the implementation of new interaction technologies in industrial environments where autonomous heavy vehicles can be deployed.

Koordinator och projektledare
Completed
Automated vehicles Digital infrastructure Digitalisation
Region Norrbotten
9 månader
1.109.480 kr
Division: Division Digital Systems and Societal Transformation

The introduction of autonomous, driverless vehicles in industrial environments holds great potential for improving transportation efficiency, safety, and reducing the industry's climate impact. The purpose of the previous project, In the Hub, was to explore and demonstrate how human operators can interact with these vehicles. However, for these solutions to be implemented in reality, a better understanding of the obstacles and challenges that must be overcome is required. In this extension of the project, several key perspectives related to "Technology, Products, and Processes", "Business Models", "Infrastructure", and "Policy and Regulation" were studied.

The goal was to develop a deeper understanding of the obstacles that need to be addressed, which creates better conditions for large-scale implementation projects and promotes faster deployment of autonomous vehicles in the industry. The project built upon a design concept from the In the Hub project. This concept is intended to support interactions with driverless trucks in mining environments. The results from the project was presented in an open report.

The project was funded by Vinnova. RISE served as the project leader and coordinator, Scania was the primary stakeholder in terms of requirements, and Boliden was a stakeholder.

Johan Fagerlönn

Senior Researcher
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Öppen slutrapport (engelska)
Attach document: Project end date: Autonomous vehicles Sekundär områdes navigation:
Innovation management
Design
Sensors and sensor systems
Logistics

Safe Car Driving with Head Up Displays and Camera Monitor Systems

SCREENS

Digital technology can contribute for a person to perceive and understand the environment. At the same time, there is a risk of misapplied technology, that could be harmful. We will investigate how new technology in cars with visual information can improve safety and the visibility of information.

coordinator
Completed
Digitalisation Perception
Region Stockholm Västra Götaland Region
24 månader
6 722 067 SEK (varav 3 329 566 från Vinnova)
Division: Division Digital Systems and Societal Transformation

In order to understand how new technology in cars for giving visual information can enhance safety and visibility we propose a series of studies on Head-Up Displays (HUD) and Camera Monitor Systems (CMS). Both are promising technologies that may be combined with Augmented Reality (AR). To safeguard against mistakes an interdisciplinary approach is needed. The problem to be solved is how to make these technologies adapted to the human senses, so that safety and visibility are increased. Misapplied technology may result in distorted visual perception with faulty decision resulting in errors and accidents. The intended user are all future car drivers.

Understanding how these new technologies and potential side effects will affect car driving, knowledge from human factors, optics, perception and computer domains will be utilized. The RISE Research Institutes of Sweden and Volvo Cars (Volvo) will be joint partners with laboratories and experts. The project will study (1) optical aspects of these new technologies in cars (2) human perception and behaviour when using these technologies while driving a car (3) the effects of low temperature on the digital rear-view mirrors of the CMS’ ability to render a clear picture, and its effects on drivers and safety. The results of the new technologies will be related to traditional, non-electronic devices and the relative advantages and possible disadvantages of each will be compared. This knowledge will result in safer driving, better cars and commercial advantages for Volvo, with benefits for the Volvo brand.

 

Kjell Brunnström

Forskare
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9. Industry, innovation and infrastructure
Project end date: EMC Sekundär områdes navigation:
Design
Sensors and sensor systems
Risk and security
Health and life science

Nudging – a small push to change behaviour

Nudging

When people know what they should do to live sustainably, but still do the opposite, is there any way to get them to rethink and do the right thing? The answer is yes – a nudge in the right direction can produce really good results. Penny Bergman, unit manager at RISE, explains why.

Most people want to do the right thing: they want to recycle, choose green options when shopping, exercise regularly. But everyday life gets in the way – above all the thousands of decisions we must make every day. Will you get out of bed or snooze a little, what are you going to wear, what are you going to eat for breakfast, are you going to have coffee, are you going to drive to work or take the bike, what are you going to do first at work, and what are we going to eat for dinner tonight?

“People want to do the right thing, but we make so many different decisions every day that our brain has to ration its energy,” explains Penny Bergman, Head of the Perception and Design unit at RISE. “Whenever the brain can run on ‘autopilot’ and do what it always does, it will, because we simply don’t have the capacity to make conscious decisions in every single situation.”

This is where nudging comes into play. It essentially means giving people a small push in the right direction by making it easy for the brain to choose a good option instead of a bad one.

“Nudging involves making it easy to do the right thing. It’s not about providing financial incentives, it’s about adapting the environment around people so that it simplifies rather than complicates the behaviour we want to promote.”

Helps our brain make decisions

A classic example is the office printer. If it is set to print single-sided, most people will print single-sided, despite it being worse for the environment, since we can’t be bothered to think through the decision every time we want to print something.

“On the other hand, if the printer is set to double-sided as default, our brains won’t have to make a decision and will automatically do the right thing.”

But while nudging may sound simple, there is a lot to consider before getting started.

“First, you need to consider what people want. Nudging isn’t about persuading someone to adopt a new opinion, instead it’s about helping them do what they already want to do, either for themselves, such as exercising more, or for society, such as recycling more.”

The risk is that people are either not influenced or feel manipulated.

“That’s why it’s so important to be clear about the intent behind nudging, to show that we’re doing this because we want to achieve a certain goal, not to make money or trick people.”

Det kräver en hel del kunskap om mänskligt beteende, annars kan det gå snett

Huge potential for change

Properly employed, nudging can have major effects. Through something as simple as using smaller plates, many buffet restaurants have gotten people to take less food, thereby reducing waste. By placing the vegetarian option at the top of the menu, meat consumption is reduced, and so on.

“It’s effective, but it requires a lot of knowledge of human behaviour, otherwise it can go awry. Like when a municipality tried to get smokers to extinguish their cigarettes in specific places, but instead they smoked more because they were reminded of cigarettes.”

RISE helps with tests

To implement nudging that really achieves goals, Bergman’s advice is to get external help and first test in on a small scale – and these are two things that RISE helps businesses and organisations with.

“We have people who are specialists in human behaviour and perception, which allows us to help with everything from tests to behavioural studies and surveys on how people function, both as individuals and in groups.”

Penny Bergman

Enhetschef
+46 70 526 57 40 Read more about Penny
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Design Sekundär områdes navigation:
Circular transition
Innovation management

Gamification creates commitment to change

Hand control

Are we going to play games – at work? The answer is yes: using mechanisms from the world of games can serve as a powerful tool to change people’s behaviour for the better. However, if you do not know what you are doing, there is a risk that the results will be the exact opposite. RISE researcher László Sall Vesselényi explains what needs to be considered to ensure that gamification creates commitment instead of resulting in frustration.

All you need to do is download any exercise app and, within a few minutes, you will come across what is referred to as gamification. The app will try to get you to exercise more by giving you rewards once you have passed certain goals, such as a star after completing your first five-kilometre run.

– “Simply put, gamification is when you apply ideas from games in everyday life, that is, using game mechanisms in non-game contexts,” says Vesselényi.

Direct feedback creates positive emotions

Even though most people know that exercise is good in the long run, you may not feel motivated right now, when it is cold or rainy or stressful at work. But with the help of gamification, the user can get direct feedback that they have accomplished something, and this in turn triggers positive emotions that create a willingness to continue towards the goal.

– “People are not just information beings, and although you may read that something is good for your health, it doesn’t mean you will automatically do it. Gamification can be a great way to stimulate the emotional commitment needed to really change behaviour.”

And this doesn’t just apply in private life, it can be just as effective in a workplace or in a customer relationship. But while gamification can be a powerful tool, it can create negative effects if used incorrectly.

– “If poorly implemented, gamification can even end up counteracting the desired behaviour. For example, if you offer a reward for an activity that did not have a reward previously, there is a risk that people will completely lose interest in the activity if the reward is removed later on.”

With the help of gamification, we can apply principles that arouse emotions and create commitment

Charting behaviour that needs to change

Another risk is that poorly implemented gamification rewards the wrong behaviour. To avoid this and other pitfalls when working with gamification, and to get tips and ideas for new methods, opportunities and technical aids, it can be beneficial to enlist the help of an expert in game design. 

– “Every day, those of us working on this at RISE help organisations that want to learn more about gamification and how they can use it in their own operations.”

Among other things, researchers at RISE can help identify what behaviour actually needs to change, and chart how that behaviour relates to other behaviours and what effects a change can have.

– “We can also help evaluate whether gamification is the right tool for a particular organisation, or identify which parts would benefit from it and where it may not be quite as well suited.”

In most cases, there are always processes or behaviours that can be positively strengthened through gamification.

– “If people are only exposed to information, they easily filter it out because they can’t relate to it – it doesn’t awaken anything in them. But with the help of gamification, we can apply principles that arouse emotions and create commitment, and ensure that the change has a greater effect than could have been achieved otherwise.”

Last published: Service innovation Sekundär områdes navigation:
Innovation management
Design
Health and life science

Learning how to learn - a toolbox for lifelong learning

Learning how to learn - a toolbox
Learning how to learn

A project with the aim of mapping people's attitudes to their own lifelong learning and creating a digital tool to motivate and test the best possible environment for making learning happen. This research project is led by Luleå University of Technology and RISE is one of the project members.

Participating part
Completed
Digitalisation Upskilling Professional education
Not applicable
3 years
Division: Division Digital Systems and Societal Transformation

The work with one of eight nationally established working groups that have been commissioned by the government to work with issues of lifelong learning, has resulted in this project, among other ones. In this group representatives from different companies connected to learning, the foundation Omställningsfonden and RISE have taken on the research project to investigate attitudes towards and motivation for lifelong learning.

A digital toolbox

After a literature review, a questionnaire will be developed and distributed to map attitudes to peoples learning. The company Sprout Park will develop a digital, educational toolbox. The project will search for pedagogical approaches that the literature shows are the most effective in stimulating curiosity, desire to learn more and continue with learning  for life.

A study of attitudes

Different methods must be tested around what stimulates learning, what is it that makes people want to learn. One goal of the tests is to see if the participants' attitudes and desire to learn change with the help of the toolbox.

 

4. Quality education
Project end date: Lifelong learning Sekundär områdes navigation:
Innovation management
Design
Service innovation